Ingame backgrounds were generated by AI.
- Creator
- magnussoft
- Reviews
- -
- Added
- May 23, 2026
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Ingame backgrounds were generated by AI.
Illustrations, backgrounds, and some voice acting in this game were created using AI generation technology.
This game includes some pre-generated images, textures, and videos, as well as AI-assisted translation of dialogue, created using AI tools during development.
AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development. The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience.
This game uses generative AI in the creation of some visual assets. All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI.
The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations.
The artistic and musical resources within the game are generated by artificial intelligence.
Some artwork and marketing materials for this game were created with the assistance of generative AI tools.
The game map and models are created by AI technology and manual modifications
This game uses generative AI to create some 3D objects, icons, and other image assets.
"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."
Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers.
Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process.
Some images in the game were created with the help of AI tools as part of the development process.
AI was used to aid in translations into 11 Languages. This game was coded by a human. All gameplay, design, and creative direction are fully handcrafted by myself.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
Generative AI was used during development to assist in creating some artwork and audio. This content is generated before release, then selected, prepared, and integrated into the game by the developer. The store page's localized text also uses AI-assisted translation.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
This game uses AI tools for in-game icons, some image assets, background music, sound effects, and localization (translation and text editing).
The localization and some artworks are supported by AI.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight.
All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future. Store page artwork was generated with AI image tools and then manually composed and edited by the developer.
AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development.
Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans.
AI was used to edit some textures.
Generative AI was used to create some of the marketing elements for the Steam page.
During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material.
The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted.
The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools.
As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
This game use generative AI as Code Assist
The translations of some language versions are generated by AI.
Used AI to assist in creating a small amount of art material
This game contains assets created by generative ai.
The game does not use AI-generated content in real time. Some promotional materials on the Steam store page were created with the assistance of AI tools.
This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets.
Some audio, Some Code
Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay.
This game uses generative AI tools as part of the creative process. Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality.
This game uses AI to create program code and artwork.
Our game has utilized AI in-game and in some store visuals.
AI tools were used to assist with translating the game into multiple languages.
The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art.
LLM was used for translation to languages except English and Russian. Pixelated character portraits were made based on generative pictures from this person does not exist web site
Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements.
A photo in the game trailer and some voices lines are generated using AI voice tools.
Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools.
Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Clover Town Cozy Solitaire In-game content art | Ingame backgrounds were generated by AI. | magnussoft | - | May 23, 2026 | |
Tokioriki In-game content artaudio | Illustrations, backgrounds, and some voice acting in this game were created using AI generation technology. | 綴路工房 | - | May 23, 2026 | |
Re:Re:Re:Respawn In-game content arttext | This game includes some pre-generated images, textures, and videos, as well as AI-assisted translation of dialogue, created using AI tools during development. | Studio非 | - | May 23, 2026 | |
Void Commander: Armada In-game content artcode | AI tools were used during parts of the development process to assist with early-stage graphics and code. Every AI-assisted element has since been carefully reworked, improved, and integrated through hands-on development.
The final product is shaped by deliberate design, creative iteration, and personal input to ensure a cohesive and original gameplay experience. | LordStarFish | - | May 23, 2026 | |
Okinawa Soba Simulator In-game content art | This game uses generative AI in the creation of some visual assets.
All generated content has been reviewed, edited, and adjusted by the developer before being included in the game. The gameplay and core mechanics are entirely designed and controlled by the developer and do not rely on AI. | gamoo6496 | - | May 23, 2026 | |
Forever Epic Story: A Journey of Life (Reimagined) In-game content artaudio | The album "Forever Epic Story: A Journey of Life (Reimagined)" is a remake of the original album that was released many years ago back in 2002. Now using the assistance of AI for both beats and vocals, the album is now "reimagined" in an interactive experience. *AI was used in the development of the cover art and video animations. | Forever Epic Story | - | May 23, 2026 | |
PopVibe In-game content artaudio | The artistic and musical resources within the game are generated by artificial intelligence. | Musixel Studio | - | May 23, 2026 | |
Dungeon Buddy In-game content art | Some artwork and marketing materials for this game were created with the assistance of generative AI tools. | KIM SANG WOOK | - | May 23, 2026 | |
落仙泱 In-game content art | The game map and models are created by AI technology and manual modifications | 自助星球 | - | May 23, 2026 | |
Tonkatsu Diner Simulator In-game content art | This game uses generative AI to create some 3D objects, icons, and other image assets. | ARAKI | - | May 23, 2026 | |
Cyberpunk Neon Survivor In-game content arttext | "This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets." | Bacondog Game Studio | - | May 23, 2026 | |
DAWGS: The Revenge In-game content textart | Generative AI was utilized strictly to assist in drafting the narrative script and visuals for our promotional marketing trailers, and for in-game cutscenes. All other actual in-game content—including the gameplay code, 3D models, level design, physics, and mechanics—was meticulously crafted by hand by human developers. | StratoVec Studios | - | May 23, 2026 | |
Gambiarra Garage In-game content artcode | Use of Generative AI for Images and Textures in the game, and assistance with code to speed up the development process. | FuzzyDev | - | May 23, 2026 | |
SoundFest: Music Festival Manager In-game content art | Some images in the game were created with the help of AI tools as part of the development process. | sunsixEstudios | - | May 23, 2026 | |
Kitty Krush In-game content text | AI was used to aid in translations into 11 Languages. This game was coded by a human.
All gameplay, design, and creative direction are fully handcrafted by myself. | The Slanted Room | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
挂机放置修仙录 In-game content artaudiotext | Generative AI was used during development to assist in creating some artwork and audio. This content is generated before release, then selected, prepared, and integrated into the game by the developer. The store page's localized text also uses AI-assisted translation. | Purple Mansion Games | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
クリッカータクティクス:記憶の断章 In-game content artaudiotext | This game uses AI tools for in-game icons, some image assets, background music, sound effects, and localization (translation and text editing). | R.N.Studio | - | May 23, 2026 | |
Agricola - The King's Farmer In-game content textart | The localization and some artworks are supported by AI. | kann zaubern | - | May 23, 2026 | |
Travelling Home: Ever After In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | Pulucat | - | May 23, 2026 | |
MANSION Live AI text | MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal. | Space Helmet Studios | - | May 23, 2026 | |
Keeb Quest: Typing Battles In-game content arttext | Some artwork (character sprites, backgrounds, and story cover images) was created with the assistance of generative AI image tools, with human review and curation. Story text for Adventure mode was written with the assistance of generative AI, with human editing and oversight. | J.Man Games | - | May 23, 2026 | |
Tight Tactics In-game content textart | All store page and in-game translations were created with AI assistance as a starting point. As a solo developer, I only speak English and Ukrainian natively, so I recognize that AI translations may contain errors — I hope to improve them with native speaker feedback in the future.
Store page artwork was generated with AI image tools and then manually composed and edited by the developer. | Yellow bear | - | May 23, 2026 | |
Souls Divided In-game content arttext | AI used for artwork and logo that used in Steam page. In-game, placeholder narrative dialogue sounds are AI generated and will be replaced further in development. | Stormdeep INC. | - | May 23, 2026 | |
Revenant Survivors Store/marketing art | Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans. | Mongma Studio | - | May 23, 2026 | |
ASTALA MUERTE In-game content art | AI was used to edit some textures. | Moral Sheep | - | May 23, 2026 | |
Shape Showdown Store/marketing art | Generative AI was used to create some of the marketing elements for the Steam page. | ZellyDev | - | May 23, 2026 | |
Farm Harbeest In-game content artaudiocode | During the development of "Farm Harbeest", we used generative AI to help improve production efficiency, including assistance with some art references, music and sound effect inspiration, and code logic references. All related content was manually reviewed, selected, reworked, edited, tested, and integrated. The final game content is reviewed and controlled by the developers. We confirm that the AI-assisted content does not include any unauthorized copyrighted material. | ShanSi | - | May 23, 2026 | |
Shard Defender: Rogue In-game content artcode | The developer used AI tools during the development process as a programming assistant to optimize and troubleshoot code. Additionally, a small number of 3D models utilized as game assets were created using AI generation tools. All core gameplay mechanics, level design, and the overall creative vision are strictly handcrafted. | KAMA Interactive | - | May 23, 2026 | |
Celestial Routes In-game content audioarttext | The voice of Jessie, the assistant computer of the player, is generated with text to speech tools. Some of the store content (texts/images) is generated with AI tools. | Unpredictable Games | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | May 23, 2026 | |
Periodic Lottery Dev only code | This game use generative AI as Code Assist | Libral Games | - | May 23, 2026 | |
扑克魔王 In-game content text | The translations of some language versions are generated by AI. | TangentTin | - | May 23, 2026 | |
无尽迷宫 Store/marketing art | Used AI to assist in creating a small amount of art material | 一云之空 | - | May 23, 2026 | |
Woke Up In a Dark Nightmare In-game content art | This game contains assets created by generative ai. | GameDevMkss | - | May 23, 2026 | |
Impossible Machine Store/marketing art | The game does not use AI-generated content in real time.
Some promotional materials on the Steam store page were created with the assistance of AI tools. | Terrible Idea Games | - | May 23, 2026 | |
Arcane Towerline In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated visual and audio assets. | shimmer | - | May 23, 2026 | |
Stellar Golf In-game content audiocode | Some audio, Some Code | Fort Chuck Entertainment | - | May 23, 2026 | |
explodes Store/marketing art | Some store page artwork and marketing images were created with the assistance of AI image generation tools. No AI is used during gameplay. | explodes dev | - | May 23, 2026 | |
NRDominó In-game content artaudio | This game uses generative AI tools as part of the creative process.
Some visual assets and music were created with the assistance of AI and then curated, refined, and integrated by the developer to ensure a consistent style and quality. | Vinicius C G Pontes | - | May 23, 2026 | |
時の塔 In-game content artcode | This game uses AI to create program code and artwork. | Toru Nakano | - | May 23, 2026 | |
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
Keep On Hashing!: Idle Mining Sim In-game content text | AI tools were used to assist with translating the game into multiple languages. | Velron Games | - | May 23, 2026 | |
Lord of Idle In-game content art | The only AI generated elements in the game are a few select static background images used to set the scene (such as the combat stages, the vendor backdrop, and the leaderboard podium). In strict contrast, the entirety of the Multiplayer Boss Arenas (including their backgrounds, set pieces, and props) were purely hand crafted by human artists. Additionally, all animated character models, monster sprites, factory sprites, and in game items throughout the whole game are traditional, human made pixel art. | GrapeDutch | - | May 23, 2026 | |
Dead Night Highway In-game content textart | LLM was used for translation to languages except English and Russian.
Pixelated character portraits were made based on generative pictures from this person does not exist web site | Mr. Pink | - | May 23, 2026 | |
The Fifth Bell: Frequency of Secrets In-game content artaudio | Pre-generated AI tools were utilized to create the foundation for the 2D background art, character sprites, and audio. All of these raw assets were then extensively edited, cropped, and manually integrated by hand to ensure they perfectly fit the game's mechanics, atmosphere, and engine requirements. | Serhat Arslan | - | May 23, 2026 | |
Exium: Theia In-game content audio | A photo in the game trailer and some voices lines are generated using AI voice tools. | Steamtrack Studios | - | May 23, 2026 | |
Brooks Investment Simulator In-game content art | Brooks Investment Simulator uses AI-generated artwork for store page capsule images, library assets, and marketing materials including the game logo. All in-game content, gameplay systems, code, and game mechanics were created by the developer without generative AI tools. | Brooks Innovation and Technology Consulting LLC | - | May 23, 2026 | |
The door has doubts Dev only text | Help with text grammar correction and structuring. Corrections was reviewed, edited, and approved by the developer. | wrongchairstudio | - | May 23, 2026 |