Seferia: Matrix has used Ai in order to craft and stylized its artworks.
- Creator
- SurvivalTaktix
- Reviews
- -
- Added
- May 23, 2026
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Seferia: Matrix has used Ai in order to craft and stylized its artworks.
This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages
Audio (Sound Effects and Background Music) generated using AI.
While all the CGs and Character Art are hand-drawn, the backgrounds are AI generated.
The game has AI rendered pictures for the NPC characters.
This game uses AI-generated content: Pre-generated AI use: - Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited. - Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand. - All AI-generated content was reviewed, edited, and curated by the developer before shipping. Not AI-generated: - Game design, mechanics, balance, progression systems, lore, world-building. - UI/UX layouts and interaction flows. No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator.
Development was aided by generative AI for a subset of visual and audio assets.
Use AI to generate character sprites, background images, and UI assets
AI-generated content was used for code, images, 3D models, and translate.
Yes, I use AI tools to help build this game, and I'm not going to pretend I don't. I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game. Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be.
We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency.
AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay.
Some voices of NPCs are created with AI.
The game to contain art assets generated by artificial intelligence
Auction House features artwork developed with generative AI.
AI helps with localization
Some audiovisual assets were assisted by AI.
Some localization for languages other than Japanese was initially created using machine translation tools. These translations may be revised or replaced with human translations in future updates. No AI-generated content was used for the game's artwork, audio, or story.
【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance
Generative AI tools were used only for translating in-game text and store page content into other languages. No AI-generated assets, gameplay systems, or real-time AI features are included in the product.
It has only been used in localization and specific visual references
Some UI elements were created with generative AI.
Some of the game's code and graphics were created with the help of artificial intelligence.
Generative AI used in creating UI, items and other sprites. We aim to gradually replace all AI generated content as we post new updates.
Some of the art assets and sound effects in this game were created with the assistance of AI tools during development.
As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience.
Some of the videos used in the game were produced using AI-generated images.
Some character images in the game and promotional material are generated by AI.
In the development of this game, generative AI has been used to create certain background artworks and item icon images.
The in-game graphics are generated by generative AI.
The game's character portraits and victory screens are AI-generated.
The visual assets of this game are generated by AI.
Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example.
Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay.
AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer.
Sound-tracks were created with the assistance of diffusion generation.
Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist.
AI was utilized to assist with text creation and localization.
Some images, icons, voices, and text are generated by AI.
The English localization of this game was developed with the assistance of AI translation tools.
I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI.
Artificial intelligence tools were used during certain stages of the development of The Letter as supportive tools to assist the creative process. AI was primarily utilized for concept ideation, early visual references, and iterative design exploration. These tools helped accelerate prototyping, generate visual inspiration, and assist with writing drafts during early development phases. However, all core gameplay systems, narrative design, environmental storytelling, and final artistic direction were created, reviewed, and curated by the developer. AI tools were used as creative assistants rather than autonomous content generators, ensuring that the final experience remains a carefully crafted and human-directed project.
AI was used to write code and optimize performance, as well as to create some 2D assets.
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer.
The images for the steam store were created using concept images, some of which were ai-generated. And the text for the steam store page was translated using google translate. Except for english, dutch/nederlands, and german/deutsch.
Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic.
Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me
AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне
The soundtrack/music was made with Suno Pro. Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds. The sprites were made with Dall-E.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Seferia: Matrix In-game content art | Seferia: Matrix has used Ai in order to craft and stylized its artworks. | SurvivalTaktix | - | May 23, 2026 | |
Haydn In Plain Sight In-game content artaudiotext | This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages | K² Project | - | May 23, 2026 | |
Wrispell ~リスペル~ In-game content audio | Audio (Sound Effects and Background Music) generated using AI. | 言葉の檻 | - | May 23, 2026 | |
Maidendawn In-game content art | While all the CGs and Character Art are hand-drawn, the backgrounds are AI generated. | Nightchapel Productions | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
PSYCHOBYL In-game content art | This game uses AI-generated content:
Pre-generated AI use:
- Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited.
- Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand.
- All AI-generated content was reviewed, edited, and curated by the developer before shipping.
Not AI-generated:
- Game design, mechanics, balance, progression systems, lore, world-building.
- UI/UX layouts and interaction flows.
No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator. | Boris & Baisha | - | May 23, 2026 | |
Tokyo Wave Rush In-game content artaudio | Development was aided by generative AI for a subset of visual and audio assets. | Wave Rush | - | May 23, 2026 | |
phase knight In-game content art | Use AI to generate character sprites, background images, and UI assets | Qin Studio | - | May 23, 2026 | |
Unsettled : NIGHT SHIFT In-game content artcodetext | AI-generated content was used for code, images, 3D models, and translate. | Bongduck Games | - | May 23, 2026 | |
Infinite Empire In-game content art | Yes, I use AI tools to help build this game, and I'm not going to pretend I don't.
I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game.
Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be. | Better Tools LLC | - | May 23, 2026 | |
Idle Ai Factory In-game content text | We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency. | Kabreet Games | - | May 23, 2026 | |
Hive Striker: Dissonance In-game content art | AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay. | Ocelot Forge | - | May 23, 2026 | |
Al Potato - Nowhere near Vegas In-game content audio | Some voices of NPCs are created with AI. | CatsPajamas | - | May 23, 2026 | |
Arcadox In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 10 | May 23, 2026 | |
Auction House In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
Silency: Cube 666 In-game content text | AI helps with localization | Ayyya | - | May 23, 2026 | |
Stack Chaos: Alien Express In-game content artaudio | Some audiovisual assets were assisted by AI. | Vorago Studios | - | May 23, 2026 | |
Yuremizu: Hold It Through the Shift In-game content text | Some localization for languages other than Japanese was initially created using machine translation tools.
These translations may be revised or replaced with human translations in future updates.
No AI-generated content was used for the game's artwork, audio, or story. | Yaminato Aoi | 31 | May 23, 2026 | |
节奏象棋:黑白终局 In-game content art | 【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance | 嘤嘤点灯工作室 | - | May 23, 2026 | |
Game Challenger In-game content text | Generative AI tools were used only for translating in-game text and store page content into other languages. No AI-generated assets, gameplay systems, or real-time AI features are included in the product. | callmesenpai | - | May 23, 2026 | |
Save the Game In-game content textart | It has only been used in localization and specific visual references | Mustafa Efe Arslan | - | May 23, 2026 | |
Room Craft In-game content art | Some UI elements were created with generative AI. | Altai | - | May 23, 2026 | |
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Crafting in Berxley In-game content art | Generative AI used in creating UI, items and other sprites.
We aim to gradually replace all AI generated content as we post new updates. | Quietly Packed Games | - | May 23, 2026 | |
疯狂玩具屋 In-game content artaudio | Some of the art assets and sound effects in this game were created with the assistance of AI tools during development. | Wednesday | - | May 23, 2026 | |
StellarUniversity:FurryHearts In-game content arttext | As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience. | Lukkabear studio | - | May 23, 2026 | |
Locked in love : The Office In-game content art | Some of the videos used in the game were produced using AI-generated images. | Inster | - | May 23, 2026 | |
星岛之梦 In-game content art | Some character images in the game and promotional material are generated by AI. | Sumeru Technology | - | May 23, 2026 | |
Dunjourney In-game content art | In the development of this game, generative AI has been used to create certain background artworks and item icon images. | MotiyaGames | - | May 23, 2026 | |
CastleArena In-game content art | The in-game graphics are generated by generative AI. | MysticWave | - | May 23, 2026 | |
ROGUELIKE CARD GAME:BUSINESS EMPIRE In-game content art | The game's character portraits and victory screens are AI-generated. | COO Studio | - | May 23, 2026 | |
16 Personalities Simulator In-game content art | The visual assets of this game are generated by AI. | DreamStep | 53 | May 23, 2026 | |
Final Stand Waves In-game content art | Some user interface elements, such as menus and HUD components, were generated using AI tools and subsequently reviewed and modified before being implemented in the game. AI was also used to assist in the game's creation, such as art, for example. | Arkon Game Studio | - | May 23, 2026 | |
Creature Feature In-game content artaudio | Some visual assets (pixel art sprites) and music tracks were created with the assistance of AI generation tools during development. All AI-generated content was reviewed and curated by the developer. No AI content is generated during gameplay. | Rocky Forge Studios | - | May 23, 2026 | |
Chessillo In-game content audioart | AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer. | DRV | - | May 23, 2026 | |
PyroKite In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
ゼロからはじめるむらづくり In-game content art | Some of the character portraits, background images, and item images in this game were generated using niji・journey and Canva AI, and were later refined and edited by an artist. | Shukichi Studio | - | May 23, 2026 | |
A Dogday Odyssey In-game content text | AI was utilized to assist with text creation and localization. | PananaGleen | - | May 23, 2026 | |
Star Raker In-game content artaudiotext | Some images, icons, voices, and text are generated by AI. | Genesis Games | - | May 23, 2026 | |
SAMURAI CLICKER Infinite Build Mastery In-game content text | The English localization of this game was developed with the assistance of AI translation tools. | Hirameki BigBang | - | May 23, 2026 | |
Kuessaria In-game content arttextaudiocode | I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI. | Kuess | - | May 23, 2026 | |
The Letter In-game content arttext | Artificial intelligence tools were used during certain stages of the development of The Letter as supportive tools to assist the creative process. AI was primarily utilized for concept ideation, early visual references, and iterative design exploration.
These tools helped accelerate prototyping, generate visual inspiration, and assist with writing drafts during early development phases. However, all core gameplay systems, narrative design, environmental storytelling, and final artistic direction were created, reviewed, and curated by the developer.
AI tools were used as creative assistants rather than autonomous content generators, ensuring that the final experience remains a carefully crafted and human-directed project. | SHepic Studios | - | May 23, 2026 | |
Circuit Pulse In-game content artcode | AI was used to write code and optimize performance, as well as to create some 2D assets. | ANICE | - | May 23, 2026 | |
Dungeon of Regret In-game content audio | AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer. | Team 3rdPeople | - | May 23, 2026 | |
Infernal Survivors In-game content art | Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer. | Mal The Artist | - | May 23, 2026 | |
Zwamman In-game content arttext | The images for the steam store were created using concept images, some of which were ai-generated.
And the text for the steam store page was translated using google translate. Except for english, dutch/nederlands, and german/deutsch. | Baardmoeder | - | May 23, 2026 | |
KeyFortress In-game content art | Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic. | Daisen | 12 | May 23, 2026 | |
Tide Fall In-game content art | Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me | Lone Badger Studio | - | May 23, 2026 | |
WarVara In-game content arttext | AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне | One-Eyed Fox Studio | - | May 23, 2026 | |
KungPaw In-game content audioart | The soundtrack/music was made with Suno Pro.
Some sounds were made with Krotos Pro, which is mostly not ai but has ai elements for some sounds.
The sprites were made with Dall-E. | Mulanoz | - | May 23, 2026 |