・A small number of 2D assets that don't affect gameplay (specifically poster and newspaper textures) were created using AI generation. ・Localization of English
- Creator
- TeamVeister
- Reviews
- -
- Added
- Mar 18, 2026
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・A small number of 2D assets that don't affect gameplay (specifically poster and newspaper textures) were created using AI generation. ・Localization of English
Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game.
All images are created with the help of AI PhotoShop was used to touch up areas
Use of AI for title screen background, some in-game voice acting, and game icon.
We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future.
NPC responses are generated in real-time by Chat GPT. The game is connected to the AI model and generates customized prompts based on player text inputs.
The AI generates responses to the player's interrogations.
Some images in this game were generated by artificial intelligence.
The artificial intelligence used in our game is an AI for voice recognition, some of the images, and soundtrack.
It uses AI generated voices for the trailer and AI Translation for user interface.
Artificial Intelligence was used to pre-generate the written content, gameplay attributes, and images of stories and items. Artificial Intelligence was used to pre-generate the music and voices of the game's narrators.
We leverage AI to craft captivating visuals for our game and refine and enhance game text for an immersive experience.
AI was used to generate some of the sound effects. Also, AI was used to generate the background image in the loading screen.
使用AI绘制了人物立绘等
The AI generated references for the backgrounds, to which the artists of our team were able to use these materials for further redrawing into finished unique background images.
we use Ai for baner or our game
Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used. Model: https://openaipublic.azureedge.net/main/whisper/models/ed3a0b6b1c0edf879ad9b11b1af5a0e6ab5db9205f891f668f8b0e6c6326e34e/base.pt Repository with license: https://github.com/openai/whisper The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters. Model: https://huggingface.co/sentence-transformers/paraphrase-multilingual-mpnet-base-v2 Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game. Repository and License: https://github.com/facebookresearch/faiss Icon was made with local diffusion model.
This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content The game contains no other AI assets, such as code or sound, which were created by humans
SI is used to generate character voices in dialogues.
The AI generates responses to the player's interrogations.
AI assistance used to craft some concept imagery.
Generative AI was used during the development phase of this game to assist with programming and content creation, strictly for internal developer use. The final version of the game does not contain any real-time AI-generated content.
Programming support, Translation
Translations done by humans, but aided by DeepL; most graphics used Leonardo and SD as tools; a few of the audio files were generated with the help of Suno and Udio, while most were made by human artists without AI help. 11.ai was used to improve the voices of the human voice actors.
In the game, you can change the visual style at any time, which is pre-generated by artificial intelligence. The original style is drawn by a person.
Utilized AI for icons, logos, for main menu background, provided player character and level images as input to generate main menu background logo
Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed. AI was used in development in three ways: -Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer. -Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use. -Additionally, AI was used to assist with Localization Translations. All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use.
The picture clue in the office scene is generated by AI. It shows no real people's face nor impersonate any real people. The cover picture of the bakery book in the bedroom scene is generated by AI. It contains some bread.
AI is used to generate concepts for objects and spaces, which are then edited manually.
All graphics (and only graphics) in the game is generated by STABLE DIFFUSION Black Magic (Premium Plan). The story, OST, and code are made by Markovic Martin (MMM Games)
We deeply value human creators. While we used generative AI to help speed up development, we’re dedicating proceeds from the early access period to commission artists and community members for artwork that will gradually replace it in the game. These assets are limited to non-essential parts of the game and don't affect the core gameplay experience. Our main focus has always been on creating a handcrafted, immersive experience for our players. We appreciate your understanding and continued support!
Backgrounds and some characters are created using AI.
We use AI only as art refernce and not to generate assets.
Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated".
GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves.
Character voices, posters in the background
Various assets that have been hand crafted have been run through AI filters to either improve or create variations of the original media.
We used the neural network for some images
Some visual assets were created with the help of artificial intelligence.
In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist.
We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input.
Artificial intelligence (AI) was used for generating initial sketches of backgrounds in some game scenes.
Images of trailer and Voice cover of HQ are AI pre-rendered
AI has been used for some unique textures and photo adjustments. No assets are created AI exclusively.
Images on the Storefront are generated by Leonardo.ai. Nothing in the game was generated by an AI.
A large majority of the images, textures, items, and characters are generated by hand or AI in post-production. Real artists contributed to designing some of the game's characters, items, and textures, which were then enhanced by AI. Working with a very small team allows us to push the boundaries of game development.
The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI.
Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on. Some voicelines has been enhanced through AI.
AI technology was used in the backgrounds and items as an aid to the design.
In creating the artworks, AI was partially utilized.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
M.E.M.O In-game content arttext | ・A small number of 2D assets that don't affect gameplay (specifically poster and newspaper textures) were created using AI generation.
・Localization of English | TeamVeister | - | Mar 18, 2026 | |
Escape Everlit In-game content artaudio | Most of the raw art/sound/music materials were produced and commercially licensed by Generative AI online service providers. Based on raw materials, Lantao studio manually modified, adapted, animated, remixed and/or recreated the final production assets used in this game. | lantao studio | 21 | Mar 18, 2026 | |
The Adventures Across the Realm In-game content art | All images are created with the help of AI PhotoShop was used to touch up areas | Stuart White | - | Mar 18, 2026 | |
Late Night At Hank's In-game content artaudio | Use of AI for title screen background, some in-game voice acting, and game icon. | Hank Bloodshadow | - | Mar 18, 2026 | |
Overnight Watch Store/marketing art | We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future. | Komba-Systems | - | Mar 18, 2026 | |
CLUAIDO Live AI text | NPC responses are generated in real-time by Chat GPT.
The game is connected to the AI model and generates customized prompts based on player text inputs. | Gamer Tool Studio | - | Mar 18, 2026 | |
AI探案集 Live AI text | The AI generates responses to the player's interrogations. | Zane Studio | - | Mar 18, 2026 | |
Andrew's Nightmare In-game content art | Some images in this game were generated by artificial intelligence. | Daniel Octavio Herrera | - | Mar 18, 2026 | |
Lost Lullabies: The Orphanage Chronicles In-game content audioart | The artificial intelligence used in our game is an AI for voice recognition, some of the images, and soundtrack. | Pugsy Studios | 424 | Mar 18, 2026 | |
Footage In-game content audiotext | It uses AI generated voices for the trailer and AI Translation for user interface. | VHS | - | Mar 18, 2026 | |
AI Fantasy In-game content textartaudio | Artificial Intelligence was used to pre-generate the written content, gameplay attributes, and images of stories and items.
Artificial Intelligence was used to pre-generate the music and voices of the game's narrators. | Zueir AI | - | Mar 18, 2026 | |
HIDDEN NEMESIS In-game content arttext | We leverage AI to craft captivating visuals for our game and refine and enhance game text for an immersive experience. | Tzavis Studio | 10 | Mar 18, 2026 | |
Trail of the Cryptid In-game content audioart | AI was used to generate some of the sound effects. Also, AI was used to generate the background image in the loading screen. | No Spoon Games | - | Mar 18, 2026 | |
后室:彼阳的晚意(序章)-Backrooms:Beyond one year(Prologue) In-game content art | 使用AI绘制了人物立绘等 | Kwing works | 12 | Mar 18, 2026 | |
Pineford: Part I In-game content art | The AI generated references for the backgrounds, to which the artists of our team were able to use these materials for further redrawing into finished unique background images. | Rebel Rebel Studio | - | Mar 18, 2026 | |
Ambulance Simulator 911 Emergency Store/marketing art | we use Ai for baner or our game | Grizzly Games | - | Mar 18, 2026 | |
Interrogator Live AI text | Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used.
Model:
https://openaipublic.azureedge.net/main/whisper/models/ed3a0b6b1c0edf879ad9b11b1af5a0e6ab5db9205f891f668f8b0e6c6326e34e/base.pt
Repository with license:
https://github.com/openai/whisper
The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters.
Model:
https://huggingface.co/sentence-transformers/paraphrase-multilingual-mpnet-base-v2
Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game.
Repository and License:
https://github.com/facebookresearch/faiss
Icon was made with local diffusion model. | Jarema Radom | - | Mar 18, 2026 | |
Baskerville In-game content art | This game contains AI art assets for both characters and backgrounds that have been generated via Perchance using text descriptions. This was done on a purely financial basis as a one-person indie studio. None of the Art is Illegal or infringing and there is also no live-generated AI content
The game contains no other AI assets, such as code or sound, which were created by humans | DragonCog Interactive | - | Mar 18, 2026 | |
Hoodies Squad: Alcoholypse In-game content audio | SI is used to generate character voices in dialogues. | Simplicity Games | - | Mar 18, 2026 | |
Doki Doki AI Interrogation Live AI text | The AI generates responses to the player's interrogations. | YAMADA | 471 | Mar 18, 2026 | |
Midnight Monitor: Aldercourt Dev only art | AI assistance used to craft some concept imagery. | Viexi Games | 112 | Mar 18, 2026 | |
SOMNUS Dev only code | Generative AI was used during the development phase of this game to assist with programming and content creation, strictly for internal developer use.
The final version of the game does not contain any real-time AI-generated content. | ChrisT.Jie | - | Mar 18, 2026 | |
Count 427 In-game content codetext | Programming support, Translation | Turibashi Effect | 20 | Mar 18, 2026 | |
The Beautiful Island In-game content artaudiotext | Translations done by humans, but aided by DeepL; most graphics used Leonardo and SD as tools; a few of the audio files were generated with the help of Suno and Udio, while most were made by human artists without AI help. 11.ai was used to improve the voices of the human voice actors. | TBF | 41 | Mar 18, 2026 | |
My Adventure Book In-game content art | In the game, you can change the visual style at any time, which is pre-generated by artificial intelligence.
The original style is drawn by a person. | Kaser Studio | 28 | Mar 18, 2026 | |
Resurrection : Nuke Island In-game content art | Utilized AI for icons, logos, for main menu background, provided player character and level images as input to generate main menu background logo | ACS Game Studios | - | Mar 18, 2026 | |
Sanguine In-game content artcodetext | Sanguine does not use AI to generate gameplay, dialogue, or dynamic content for players. The game experience is fully authored and designed.
AI was used in development in three ways:
-Coding assistance: GitHub Copilot was used as a tool to speed up writing code, with all implementations reviewed and customized by the developer.
-Small artwork elements: A limited number of in-game framed paintings, Steam Achievement Artwork, and Newspaper Artwork were created with AI and then curated/edited by the developer for use.
-Additionally, AI was used to assist with Localization Translations.
All story, characters, environments, music, voice performances, live VHS-style footage, 3D models, cutscenes, and overall production were created directly and originally for Sanguine, or were purchased for use, or are royalty-free for use. | Ryan Berg | 12 | Mar 18, 2026 | |
Heart Beat Clue In-game content art | The picture clue in the office scene is generated by AI. It shows no real people's face nor impersonate any real people.
The cover picture of the bakery book in the bedroom scene is generated by AI. It contains some bread. | Typed Interactive | - | Mar 18, 2026 | |
Reactoryx Dev only art | AI is used to generate concepts for objects and spaces, which are then edited manually. | Blackout Interactive | - | Mar 18, 2026 | |
Primordial Genesis In-game content art | All graphics (and only graphics) in the game is generated by STABLE DIFFUSION Black Magic (Premium Plan).
The story, OST, and code are made by Markovic Martin (MMM Games) | MMM | - | Mar 18, 2026 | |
Bump in the Night In-game content art | We deeply value human creators. While we used generative AI to help speed up development, we’re dedicating proceeds from the early access period to commission artists and community members for artwork that will gradually replace it in the game.
These assets are limited to non-essential parts of the game and don't affect the core gameplay experience.
Our main focus has always been on creating a handcrafted, immersive experience for our players. We appreciate your understanding and continued support! | Elzolabs | - | Mar 18, 2026 | |
Love and Crime In-game content art | Backgrounds and some characters are created using AI. | Mango x2 | - | Mar 18, 2026 | |
Underwater Dev only art | We use AI only as art refernce and not to generate assets. | Adam Biggs | - | Mar 18, 2026 | |
Finally Free In-game content text | Some subtitles were translated by A.I but are not listed as supported on steam. Those subtitles are marked as "A.I generated". | agapiOS | - | Mar 18, 2026 | |
Hysteria in Howlsbend Live AI text | GPT technology is used in the development of Hysteria in Howlsbend to power conversations between players and the cast of characters. The technology generates responses based on the input provided by the player, and a tailored AI context carefully crafted by the team. This enables the characters to generate natural dialogues, and evolve over the game experience by having emotional curves. | Jingyu Z. | - | Mar 18, 2026 | |
The Night Jackals Vol. 1 In-game content audioart | Character voices, posters in the background | Devilsky | - | Mar 18, 2026 | |
Cul-De-Sac In-game content art | Various assets that have been hand crafted have been run through AI filters to either improve or create variations of the original media. | Ryan McFate | - | Mar 18, 2026 | |
Blacklist Mafia Unclear art | We used the neural network for some images | VICTORIA Games | 62 | Mar 18, 2026 | |
One Last Dinner In-game content art | Some visual assets were created with the help of artificial intelligence. | Cynosure Studios | - | Mar 18, 2026 | |
Cursed Diamonds In-game content arttext | In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist. | Lioncode Games | - | Mar 18, 2026 | |
Verbal Verdict Live AI text | We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input. | Savanna Developments | - | Mar 18, 2026 | |
Whispers of Prague: The Executioner's Last Cut In-game content art | Artificial intelligence (AI) was used for generating initial sketches of backgrounds in some game scenes. | Shader Mess | 51 | Mar 18, 2026 | |
The Moon 2044 In-game content artaudio | Images of trailer and Voice cover of HQ are AI pre-rendered | RedKar Devs | 13 | Mar 18, 2026 | |
Blood On The Thames In-game content art | AI has been used for some unique textures and photo adjustments. No assets are created AI exclusively. | Team Firestorm | 16 | Mar 18, 2026 | |
GrigoriNightDragon Store/marketing art | Images on the Storefront are generated by Leonardo.ai.
Nothing in the game was generated by an AI. | GrigoriNightDragon.com | - | Mar 18, 2026 | |
Iskelonia In-game content art | A large majority of the images, textures, items, and characters are generated by hand or AI in post-production.
Real artists contributed to designing some of the game's characters, items, and textures, which were then enhanced by AI.
Working with a very small team allows us to push the boundaries of game development. | Elisabeth Mila Rose | - | Mar 18, 2026 | |
Tickle Magnet In-game content art | The artwork of the townspeople and the collectible artwork in the "Image Gallery" used generative AI. | Agency Publishing, Inc. | - | Mar 18, 2026 | |
Bionics In-game content artaudio | Some images like paintings or puzzles are currently AI generated. Maybe they will be removed later on.
Some voicelines has been enhanced through AI. | Tylobix UG (haftungsbeschränkt) | - | Mar 18, 2026 | |
Castaway Hand In-game content art | AI technology was used in the backgrounds and items as an aid to the design. | BAOCHUAN | 22 | Mar 18, 2026 | |
Arts & Hearts Academy Store/marketing art | In creating the artworks, AI was partially utilized. | Vera Florentine | 32 | Mar 18, 2026 |