To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation.
- Creator
- adeliea
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
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To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation.
Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards.
Cover Art Process Background Music
Localization from English done using DeepL and AI.
AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game.
This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development. All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored. No generative AI is used during gameplay, and no content is generated dynamically or at runtime.
AI helped with creation of the graphic assets and texts translation.
Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game.
AI was used to develop the store and cover pages of the game.
Some of the art in the game and on the store page was created with the help of AI.
Some artwork assets were created/edited using AI tools.
Our game utilizes generative AI to create and iterate on user interface elements, icons, and environmental character art. All AI-generated content is reviewed and manually refined by the developer to ensure quality and originality. We own the rights to all final assets and ensure they do not infringe on any third-party intellectual property.
Generative AI tools were used to create some pre-rendered visual assets, including promotional artwork and certain in-game images. These assets are created in advance and integrated into the game. No AI-generated content is created dynamically during gameplay, and all game systems, mechanics, and code are created manually.
此游戏代码和美术均有AI生成
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
“Some of the in-game 2D artwork was created with the assistance of generative AI tools.”
Game code is written with AI acceleration
AI is used only for generating music tracks. All artwork and visual assets are fully hand-created, and no AI is used during gameplay.
Our team uses generative AI tools For Marketing/Promotional Images and some in game assets.
AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets.
The visual assets for the cards used in the game were created using generative AI tools during the development process. All generated content has been manually reviewed, edited, and approved by the developer to ensure it aligns with the game's artistic vision and standards. The game code was developed with the assistance of AI coding tools but contains no real-time AI generation mechanics for the player.
Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization.
A very small number of images and a minimal amount of code were generated using AI.
I applied AI technology to character illustrations and game scenes. However, on this basis, I also carried out manual secondary refinement—the AI-generated assets were not used directly. Besides, apart from the content mentioned above, all other parts of the game are originally created manually and no AI was employed in their production.
Some background images and item icons in the game utilize AI technology, but they are not rendered in real-time.
Board/scene backgrounds, some video footage and a few character variations are made with the help of generative AI. Video voiceovers are made with AI-powered text-to-speech services.
The game currently utilizes AI-generated images as placeholder graphics for background images.
Main Logo Application icon Start Menu artwork Some UI visual elements Text icons Location background artwork Some location visual elements (characters and interactive objects) Some player equipment visuals Some enemy character visuals Dialog text
For the development of Great Library, generative AI tools were used to assist in the creation of static visual assets, including environmental textures, character concept art, and store page promotional imagery. All AI-assisted content has been manually reviewed, refined, and integrated by our development team to ensure quality and consistency. There is no live-generated AI content, code, or real-time generation used during gameplay.
Some cutscenes and the game title are AI-generated images.
AI was used to optimize image assets during the game’s development.
Some artwork assets were created/edited using AI tools.
AI was used to translate the game into French, Spanish and Brazil Portuguese. Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them!
Elements of the Pictures during events, videos, character portaits, voices and some of the 3d models are generated with the assistance of AI
In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs.
Some background music in this game is produced using artificial intelligence technology
Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand.
Portions of the code were generated by AI. Some images were altered using AI tools.
- 2D Artwork - Background Music (BGM) - Sound Effects (SFX)
Logo image is generated by AI
The Logo is AI generated.
The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game. The art from the tabletop game is NOT AI generated art but AI assisted. All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image. This process ensures that NO ONE'S art is stolen. On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others.
I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained. Specific usages of AI Art: Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet) Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping) The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading)
AI-generated images were used for some in-game assets including icons and artworks. These assets were generated using image generation AI tools and then edited/refined by the developer. AI translation tools were also used to support localization, with review and editing by the developer. No AI is used during actual gameplay.
Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash.
In-game assets were generated using generative AI and then retouched for final use.
Multilingual Translation
AI Assisted Human finished.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tower of Ascension In-game content art | To animate 2D drawings, 3D AI was used to convert them into 3D and then used for animation. | adeliea | - | Mar 18, 2026 | |
Choiceline Brawl In-game content art | Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards. | Choiceline Brawl | - | Mar 18, 2026 | |
Nascentiar In-game content artaudio | Cover Art Process
Background Music | JustusPan | - | Mar 18, 2026 | |
Last Light Left In-game content text | Localization from English done using DeepL and AI. | MrManInATie | - | Mar 18, 2026 | |
Iron Graves In-game content arttextcode | AI tools were used during the development process to assist in writing code scripts, generating visual assets and narrative background text. All AI-generated content has been reviewed and curated by the developer before being included in the game. | Commoditech | - | Mar 18, 2026 | |
Glyph Gambit: Endgame In-game content art | This game includes a small number of pre-generated visual assets created with the assistance of generative AI tools during development.
All gameplay systems, mechanics, balance, progression, and design decisions are fully human-designed and authored.
No generative AI is used during gameplay, and no content is generated dynamically or at runtime. | AutoIntellect | - | Mar 18, 2026 | |
Slavic Warband In-game content arttext | AI helped with creation of the graphic assets and texts translation. | Jar Games | - | Mar 18, 2026 | |
Scorched Legacy Store/marketing art | Generative AI-assisted edits in photoshop were used in the creation of the cover image of this game. | Whitemarsh Games, LLC | - | Mar 18, 2026 | |
Cosmo Strike: Complete Edition Store/marketing art | AI was used to develop the store and cover pages of the game. | Nikspeaks | - | Mar 18, 2026 | |
Critternauts In-game content art | Some of the art in the game and on the store page was created with the help of AI. | Gergo V | - | Mar 18, 2026 | |
Black Sword In-game content art | Some artwork assets were created/edited using AI tools. | Nexus Media | - | Mar 18, 2026 | |
Age of Failon - Birth of the Hero In-game content art | Our game utilizes generative AI to create and iterate on user interface elements, icons, and environmental character art. All AI-generated content is reviewed and manually refined by the developer to ensure quality and originality. We own the rights to all final assets and ensure they do not infringe on any third-party intellectual property. | Unstoppable Games | - | Mar 18, 2026 | |
Rise of the Insurged In-game content art | Generative AI tools were used to create some pre-rendered visual assets, including promotional artwork and certain in-game images. These assets are created in advance and integrated into the game. No AI-generated content is created dynamically during gameplay, and all game systems, mechanics, and code are created manually. | Destiny Forge Studio | - | Mar 18, 2026 | |
五行侠录 In-game content artcode | 此游戏代码和美术均有AI生成 | CATWO | - | Mar 18, 2026 | |
Cartapli : Fold Quest Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | ManduPod | 257 | Mar 18, 2026 | |
吞天食地666(二)卧龙传 In-game content art | “Some of the in-game 2D artwork was created with the assistance of generative AI tools.” | YUANG CHEN | - | Mar 18, 2026 | |
Lilithia's Dungeon Dev only code | Game code is written with AI acceleration | ahao | - | Mar 18, 2026 | |
GLADIMAKER : Auto Battle RPG In-game content audio | AI is used only for generating music tracks.
All artwork and visual assets are fully hand-created, and no AI is used during gameplay. | Team_Chunjin | - | Mar 18, 2026 | |
Soulbound Odyssey In-game content art | Our team uses generative AI tools For Marketing/Promotional Images and some in game assets. | Could Care Less | - | Mar 18, 2026 | |
Evercrown In-game content artcode | AI is used to pre-develop concepts and as an aid. Its second role is to optimize and fix code errors. Finally, it generates most of the game's assets. | WBA | - | Mar 18, 2026 | |
WarDeck In-game content art | The visual assets for the cards used in the game were created using generative AI tools during the development process. All generated content has been manually reviewed, edited, and approved by the developer to ensure it aligns with the game's artistic vision and standards. The game code was developed with the assistance of AI coding tools but contains no real-time AI generation mechanics for the player. | Furkan Gürel | 31 | Mar 18, 2026 | |
Armita's Search In-game content text | Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization. | Raiders World Studio | - | Mar 18, 2026 | |
Void Combat Disk Dev only artcode | A very small number of images and a minimal amount of code were generated using AI. | reRC | - | Mar 18, 2026 | |
山海搜神录 In-game content art | I applied AI technology to character illustrations and game scenes. However, on this basis, I also carried out manual secondary refinement—the AI-generated assets were not used directly.
Besides, apart from the content mentioned above, all other parts of the game are originally created manually and no AI was employed in their production. | 山海搜神录工作室 | - | Mar 18, 2026 | |
逃出三国塔 Escape the Dynasty In-game content art | Some background images and item icons in the game utilize AI technology, but they are not rendered in real-time. | CoolStar Games | 31 | Mar 18, 2026 | |
PoliCromix In-game content artaudio | Board/scene backgrounds, some video footage and a few character variations are made with the help of generative AI.
Video voiceovers are made with AI-powered text-to-speech services. | LAVA Softworks | - | Mar 18, 2026 | |
21 Dungeons In-game content art | The game currently utilizes AI-generated images as placeholder graphics for background images. | Mana Point Games | - | Mar 18, 2026 | |
Stumblepath In-game content arttext | Main Logo
Application icon
Start Menu artwork
Some UI visual elements
Text icons
Location background artwork
Some location visual elements (characters and interactive objects)
Some player equipment visuals
Some enemy character visuals
Dialog text | Baiumka | - | Mar 18, 2026 | |
Great Library In-game content art | For the development of Great Library, generative AI tools were used to assist in the creation of static visual assets, including environmental textures, character concept art, and store page promotional imagery. All AI-assisted content has been manually reviewed, refined, and integrated by our development team to ensure quality and consistency. There is no live-generated AI content, code, or real-time generation used during gameplay. | Bodley Games | - | Mar 18, 2026 | |
Heroines Paradox - 英雌悖论 - Nữ Anh Hùng In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
奥卡米亚的骑士 Dev only art | AI was used to optimize image assets during the game’s development. | SS工作室 | - | Mar 18, 2026 | |
Sword of Shandar In-game content art | Some artwork assets were created/edited using AI tools. | Nexus Media | - | Mar 18, 2026 | |
Heroes Of Blight Forest In-game content text | AI was used to translate the game into French, Spanish and Brazil Portuguese.
Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them! | DNA Fox Games | - | Mar 18, 2026 | |
Perfect Loop - Soleris In-game content artaudio | Elements of the Pictures during events, videos, character portaits, voices and some of the 3d models are generated with the assistance of AI | Soleris Games | - | Mar 18, 2026 | |
孤独勇者之旅 In-game content art | In this game, we have utilized an AIGC-assisted approach to generate game assets such as map tiles, pixel animation spritesheets, and cutscene CGs. | mayfly & grain | - | Mar 18, 2026 | |
Misty Land In-game content audio | Some background music in this game is produced using artificial intelligence technology | Branches Games | 17 | Mar 18, 2026 | |
Game Company Simulator In-game content art | Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game. | Lonely Gamer | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
Sanctum Ruins Store/marketing art | Initial enemy and card images are supported by AI and some of the promotional and storefront images were also created with AI tools and then refined by hand. | Lakehouse Interactive | - | Mar 18, 2026 | |
Dice and Daydream In-game content artcode | Portions of the code were generated by AI. Some images were altered using AI tools. | Raven20Studio | - | Mar 18, 2026 | |
No Mana, Just Dice In-game content artaudio | - 2D Artwork
- Background Music (BGM)
- Sound Effects (SFX) | Dice Capital | 179 | Mar 18, 2026 | |
Quantum Brain Store/marketing art | Logo image is generated by AI | Quantum Brain Games | - | Mar 18, 2026 | |
Gravezone Arena Store/marketing art | The Logo is AI generated. | eXPresso Softworks | - | Mar 18, 2026 | |
Heroes of Arcania In-game content art | The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game.
The art from the tabletop game is NOT AI generated art but AI assisted.
All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image.
This process ensures that NO ONE'S art is stolen.
On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others. | Two Brain Games | - | Mar 18, 2026 | |
What We Carry In-game content art | I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained.
Specific usages of AI Art:
Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet)
Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping)
The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading) | LuckXDesign Studio | - | Mar 18, 2026 | |
2 Hours to Refund In-game content arttext | AI-generated images were used for some in-game assets including icons and artworks. These assets were generated using image generation AI tools and then edited/refined by the developer. AI translation tools were also used to support localization, with review and editing by the developer. No AI is used during actual gameplay. | withingrid | - | Mar 18, 2026 | |
Promptables - Das KI-Duell Live AI text | Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash. | Emergo Entertainment | 22 | Mar 18, 2026 | |
Hexagon Soup In-game content art | In-game assets were generated using generative AI and then retouched for final use. | Sayberry Labs | - | Mar 18, 2026 | |
NOSTALGIA In-game content text | Multilingual Translation | SONG | - | Mar 18, 2026 | |
Project - Labyrinth | AI Assisted
Human finished. | DeepDarkStudios | - | Mar 18, 2026 |