We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements.
- Creator
- Plotrick
- Reviews
- -
- Added
- Mar 18, 2026
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We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements.
Some minor 2D assets, such as item icons, were created with the assistance of AI tools and later manually edited. All final assets used in the game are fixed, reviewed, and do not generate content during gameplay.
Warvox uses AI-generated artwork only for promotional images on the Steam store page. The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team. Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets. No generative AI alters player content, visuals, progression, or narrative during gameplay.
We use AI tools to support various parts of our development process: Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code. Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development. Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos. Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing.
Some promotional images are AI-generated.
Icons and logos in-game and for marketing may be created with the use of AI
Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay.
This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer.
AI was used to generate the store images and splash page for Dungeonfall.
Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction.
Partial 3D Asset and coding assistant.
This game has some AI-generated assets.
This game uses traditional, non-generative AI only for gameplay logic such as enemy navigation, combat behavior, and basic decision-making (for example taking cover, flanking, or reacting to player actions). We do not use generative AI to create art, animation, audio, or text, and we do not use AI for biometric analysis, surveillance, or player profiling. No player data is used to train any AI systems.
AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere.
Some graphical assets are generated with AI.
Translation Arcade game monitor texture
I used it to edit a single texture that I had drawn myself for an effect.
AI is used to help create the game’s art and music, as well as promotional and community content. Players will experience these AI-assisted visuals and audio as part of the game’s aesthetic, but all gameplay mechanics are hand-crafted and unaffected by AI.
Character art and some UI elements.
宣发图由 AI 参与创作,结合游戏世界观与核心玩法,生成风格统一、视觉张力拉满的宣传素材,直观呈现游戏魅力。 智能交互AI:适配你的玩法节奏:针对竞技或挑战类场景,AI对手/伙伴具备自适应战术调整能力:新手玩家体验时,AI会降低操作强度并提供引导提示;资深玩家进阶时,AI则会提升策略复杂度,甚至模拟真实玩家的战术习惯,带来更具挑战性的对抗体验。
Generated several 3D models / image Generated sound effects
Use of AI in Development Artificial intelligence has been used as a creative and technical assistant throughout the development of Portal Beasts. AI tools have supported the process in several ways: 💻 Code Assistance: Helping to write, optimize, and debug gameplay systems in Godot, including combat logic, monster AI, animations, and UI functionality. 🎨 Graphic Support: Generating concept art, logo variations, and promotional visuals inspired by the game’s pixel art style. 🧠 Design Feedback: Providing ideas, structure, and iteration support for gameplay mechanics, interface layouts, and presentation materials (like Steam assets). All AI-generated material has been curated, refined, and integrated manually to ensure it fits the artistic and gameplay vision of Portal Beasts.
The games cursors and exe. icon (featured in marketing content) was created with AI.
Some artwork on the store page is created using generative AI tools. This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds. No AI is used to generate content or make decisions during gameplay.
All art and animation in Amyria is hand-crafted by human artists. AI powers NPC dialogue and decision-making, enabling truly infinite conversations. You can say anything and get a real response. We believe AI belongs where it genuinely improves the experience, not where it replaces craftsmanship. NPC dialogue is exactly that use case.
PonySide use Human made assets, for the Art, Icons, Dialogs and Music. For the development of PonySide we use some AI generated Code, some items descriptions or dialogs may be AI generated as placeholder before the dev write them properly. We may use AI generated icons when we cannot find an icon for an item in the assets pack we're using. But again we value our artist we work with and human made assets.
In glameplay the pictures and posters are pre-generated by AI
Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer. No AI is used during gameplay or to generate content in real time.
- Some voice lines, sound effects, and 2D assets created with generative AI tools (DALL-E, Eleven Labs) - Dialog and ideation developed with assistance from LLMs, primarily ChatGPT, but also including Gemini, Grok, DeepSeek, and Claude Sonnet
Some store materials are generated by AI.
This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content.
No in-game content or dialogue is AI-generated. Some sound effects in this game were created using AI-assisted tools. Audio assets may be updated or replaced over time as the game evolves.
Some promotional artwork on this page was created using AI-assisted tools. All in-game assets are original and manually created for the project.
Promotional materials, banners, and some icons contain AI generated material.
Crusader features artwork developed with generative AI.
사운드 이펙트와 OST 제작에 생성형 AI를 사용함.
This game uses AI-generated visual and audio assets.
A small portion of the game's art uses AI generated assistance.
We used AI tools to help prepare some of our game assets and enhance our screenshots.
Some visual assets, such as icons and UI borders, were created using generative AI tools.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans.
This game uses AI behind the scenes as part of the development pipeline.
AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up.
We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release.
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
This game does not use AI during gameplay. However, certain promotional images on the store page were partially created or enhanced using AI-based tools.
Legend of Ertuğrul is a story-driven action game featuring fixed content created by the development team. During development, AI tools were used only for idea generation, text drafting, and the initial design stage of certain character visuals. These visuals were then edited, repainted, or composited by the development team to create the final versions. The game does not include any real-time AI content generation or user-created content features. All texts, sounds, models, and code in the game were originally created by the developers or obtained from licensed sources.
Only AI Code was used. - Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties. - Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts. - Used for debugging purposes.
We use AI to speed up our work. We don't create objects from scratch with AI, we only edit what we have drawn ourselves.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Slum Story In-game content art | We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements. | Plotrick | - | Mar 18, 2026 | |
LostVein:The Sunken Vestige In-game content art | Some minor 2D assets, such as item icons, were created with the assistance of AI tools and later manually edited. All final assets used in the game are fixed, reviewed, and do not generate content during gameplay. | Donguri Punch Games | - | Mar 18, 2026 | |
Warvox In-game content art | Warvox uses AI-generated artwork only for promotional images on the Steam store page.
The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team.
Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets.
No generative AI alters player content, visuals, progression, or narrative during gameplay. | Iconix Games Studio | - | Mar 18, 2026 | |
List In-game content codeartaudio | We use AI tools to support various parts of our development process:
Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code.
Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development.
Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos.
Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing. | Flux Point Studios, Inc. | - | Mar 18, 2026 | |
钢铁蔷薇:逃离 Store/marketing art | Some promotional images are AI-generated. | may | - | Mar 18, 2026 | |
Mage Castle In-game content art | Icons and logos in-game and for marketing may be created with the use of AI | Pinch Labs | - | Mar 18, 2026 | |
Steelarchy In-game content arttext | Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay. | Fragment Labs | - | Mar 18, 2026 | |
Castle Siege Commander In-game content textartaudio | This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer. | Browseluck | - | Mar 18, 2026 | |
Dungeonfall Store/marketing art | AI was used to generate the store images and splash page for Dungeonfall. | AGNQ Tech Solutions | - | Mar 18, 2026 | |
Abyssbound In-game content audioart | Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction. | Mousavi Tech | - | Mar 18, 2026 | |
The Last Legion Dev only artcode | Partial 3D Asset and coding assistant. | Zhiyuan | - | Mar 18, 2026 | |
The Second Initiation In-game content | This game has some AI-generated assets. | Game Factory 12 Studio | - | Mar 18, 2026 | |
Ragdoll Operations general | This game uses traditional, non-generative AI only for gameplay logic such as enemy navigation, combat behavior, and basic decision-making (for example taking cover, flanking, or reacting to player actions).
We do not use generative AI to create art, animation, audio, or text, and we do not use AI for biometric analysis, surveillance, or player profiling. No player data is used to train any AI systems. | Mehmet Bilici | - | Mar 18, 2026 | |
Auraile'ah: Under Cilathis Dev only art | AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere. | Noimad's Daimon | - | Mar 18, 2026 | |
Grindstar In-game content art | Some graphical assets are generated with AI. | morelootgames | - | Mar 18, 2026 | |
MouseEscape In-game content art | Translation
Arcade game monitor texture | 41 | - | Mar 18, 2026 | |
ShoJinDen In-game content art | I used it to edit a single texture that I had drawn myself for an effect. | EigetsuGames | - | Mar 18, 2026 | |
SkyRen In-game content artaudio | AI is used to help create the game’s art and music, as well as promotional and community content. Players will experience these AI-assisted visuals and audio as part of the game’s aesthetic, but all gameplay mechanics are hand-crafted and unaffected by AI. | Kyodai Khan | - | Mar 18, 2026 | |
Soulblade: Dawnbreaker In-game content art | Character art and some UI elements. | 意远工作室 | - | Mar 18, 2026 | |
剑中 Live AI arttext | 宣发图由 AI 参与创作,结合游戏世界观与核心玩法,生成风格统一、视觉张力拉满的宣传素材,直观呈现游戏魅力。
智能交互AI:适配你的玩法节奏:针对竞技或挑战类场景,AI对手/伙伴具备自适应战术调整能力:新手玩家体验时,AI会降低操作强度并提供引导提示;资深玩家进阶时,AI则会提升策略复杂度,甚至模拟真实玩家的战术习惯,带来更具挑战性的对抗体验。 | 石目网络 | - | Mar 18, 2026 | |
The One: Am I? In-game content artaudio | Generated several 3D models / image
Generated sound effects | Marcin Berger | - | Mar 18, 2026 | |
Portal Beasts In-game content artcode | Use of AI in Development
Artificial intelligence has been used as a creative and technical assistant throughout the development of Portal Beasts.
AI tools have supported the process in several ways:
💻 Code Assistance: Helping to write, optimize, and debug gameplay systems in Godot, including combat logic, monster AI, animations, and UI functionality.
🎨 Graphic Support: Generating concept art, logo variations, and promotional visuals inspired by the game’s pixel art style.
🧠 Design Feedback: Providing ideas, structure, and iteration support for gameplay mechanics, interface layouts, and presentation materials (like Steam assets).
All AI-generated material has been curated, refined, and integrated manually to ensure it fits the artistic and gameplay vision of Portal Beasts. | Lasse Valentin | - | Mar 18, 2026 | |
Red Soil In-game content art | The games cursors and exe. icon (featured in marketing content) was created with AI. | Benton Gaming | - | Mar 18, 2026 | |
Tatvalok In-game content art | Some artwork on the store page is created using generative AI tools.
This game uses generative AI tools to create some non-gameplay assets such as 3D models and UI backgrounds.
No AI is used to generate content or make decisions during gameplay. | Suryansh Garg | - | Mar 18, 2026 | |
Amyria Live AI text | All art and animation in Amyria is hand-crafted by human artists. AI powers NPC dialogue and decision-making, enabling truly infinite conversations. You can say anything and get a real response. We believe AI belongs where it genuinely improves the experience, not where it replaces craftsmanship. NPC dialogue is exactly that use case. | Tensor One | - | Mar 18, 2026 | |
PonySide In-game content arttextcode | PonySide use Human made assets, for the Art, Icons, Dialogs and Music.
For the development of PonySide we use some AI generated Code, some items descriptions or dialogs may be AI generated as placeholder before the dev write them properly.
We may use AI generated icons when we cannot find an icon for an item in the assets pack we're using.
But again we value our artist we work with and human made assets. | RosacePony | - | Mar 18, 2026 | |
SISTER RED In-game content art | In glameplay the pictures and posters are pre-generated by AI | bAd Bunny Games | - | Mar 18, 2026 | |
The Ogre King In-game content art | Some 2D art assets were initially created with the assistance of AI tools and then manually edited and finalized by the developer.
No AI is used during gameplay or to generate content in real time. | MineHole | - | Mar 18, 2026 | |
Ordy: The Rise of Clara In-game content audioarttext | - Some voice lines, sound effects, and 2D assets created with generative AI tools (DALL-E, Eleven Labs)
- Dialog and ideation developed with assistance from LLMs, primarily ChatGPT, but also including Gemini, Grok, DeepSeek, and Claude Sonnet | One Electron Universe | 11 | Mar 18, 2026 | |
命运挽歌:词汇英灵录 Store/marketing art | Some store materials are generated by AI. | MILLIDIA | - | Mar 18, 2026 | |
Manga Hero In-game content artaudio | This project may contain minimum AI generated content such as 2D sprite & voice lines, etc. We try to hand make everything as much as possible but we are a small team and occasionally we do use AI generated content. | Ten By Ten Games | - | Mar 18, 2026 | |
Biggest Deck in Jail In-game content audio | No in-game content or dialogue is AI-generated. Some sound effects in this game were created using AI-assisted tools. Audio assets may be updated or replaced over time as the game evolves. | Wynand Smit | - | Mar 18, 2026 | |
Black Signal In-game content art | Some promotional artwork on this page was created using AI-assisted tools. All in-game assets are original and manually created for the project. | Matthew Lalande | - | Mar 18, 2026 | |
Revenant In-game content art | Promotional materials, banners, and some icons contain AI generated material. | David Haynes | - | Mar 18, 2026 | |
Crusader In-game content art | Crusader features artwork developed with generative AI. | Recoil Mojo | - | Mar 18, 2026 | |
Jeon Woo-chi In-game content audio | 사운드 이펙트와 OST 제작에 생성형 AI를 사용함. | DOSA | - | Mar 18, 2026 | |
Caravan:The Trade Road In-game content artaudio | This game uses AI-generated visual and audio assets. | Ert Gaming Studio | - | Mar 18, 2026 | |
星之城 In-game content art | A small portion of the game's art uses AI generated assistance. | 星之灰工作室 | - | Mar 18, 2026 | |
MeGa BoNKeRS ToGeTHeR Store/marketing art | We used AI tools to help prepare some of our game assets and enhance our screenshots. | Co-Op Station | - | Mar 18, 2026 | |
Tippy's Quest In-game content art | Some visual assets, such as icons and UI borders, were created using generative AI tools. | Tippy | - | Mar 18, 2026 | |
Cyberphobia: Prologue codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED | - | Mar 18, 2026 | |
Cassandra's Show In-game content textaudio | Some minor text and sound elements were assisted by AI tools, but nearly all creative content, ideas, and production were made by humans. | Swytapp Games | - | Mar 18, 2026 | |
Berrus Dev only | This game uses AI behind the scenes as part of the development pipeline. | Agentrudis | - | Mar 18, 2026 | |
Voxel Delvers In-game content art | AI Has been used to assist in game development, as well as designing some of the character and enemy voxel models. It has also been used to enhance clips or screenshots from the game to use for the store page items. For example the VD Logo is polished from the in game main menu screen, and then used AI to fit together and clean it up. | Teragon Studios | - | Mar 18, 2026 | |
RadSpire Store/marketing art | We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release. | Kevin Munson | - | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
Flame On Sire Store/marketing art | This game does not use AI during gameplay.
However, certain promotional images on the store page were partially created or enhanced using AI-based tools. | PLAY Mephistowaltz | - | Mar 18, 2026 | |
Legend of Ertugrul In-game content arttext | Legend of Ertuğrul is a story-driven action game featuring fixed content created by the development team.
During development, AI tools were used only for idea generation, text drafting, and the initial design stage of certain character visuals.
These visuals were then edited, repainted, or composited by the development team to create the final versions.
The game does not include any real-time AI content generation or user-created content features.
All texts, sounds, models, and code in the game were originally created by the developers or obtained from licensed sources. | Yeti Game Studio | - | Mar 18, 2026 | |
Ecrazeus Castle Dev only code | Only AI Code was used.
- Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties.
- Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts.
- Used for debugging purposes. | Meringue Rouge | 10 | Mar 18, 2026 | |
Uanamon: Jamacy Dev only art | We use AI to speed up our work. We don't create objects from scratch with AI, we only edit what we have drawn ourselves. | Wowky Games LLC | - | Mar 18, 2026 |