A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay.
- Creator
- illusorys
- Reviews
- -
- Added
- May 23, 2026
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A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
Polish, Turkish, Simplified Chinese, Korean Translations
Some visual assets were made with AI assistance.
translation etc
In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images).
Chat GPT was used to generate the store art and title screen art.
Wallpapers in this game include AI-generated work.
AI-generated content is used for some in-game images and Steam library/background artwork
MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation. AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam. A limited free quota may be available for initial experience and testing purposes. All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use.
游戏的自由模式部分交互提供了实时生成的AI文字聊天选项
Generative AI was used to translate this content.
To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process.
The store page capsule images were created with generative AI.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime.
Certain marketing assets may have been edited with AI. No in game assets or images are made with AI
This game uses generative artificial intelligence to assist in the localization of in-game and store page text.
The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used. In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands. Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making.
Some of the images and audio assets used in this game are created with the assistance of generative artificial intelligence, based on the creator’s original concepts and design. All narrative content presented in the game is conceived and written by the creator, with generative artificial intelligence used to assist in text refinement and multilingual translation.
It is used for localization.
Yes, AI was used to assist the minimal localisation required to play SHED (human edited).
We have used AI primarily for image generation and for optimizing the network system in Typer3000. AI-driven image generation allowed us to rapidly create and iterate visual assets such as backgrounds, interface elements, and stylistic variations, ensuring a consistent and scalable visual design. In addition, we have used AI to support the setup and optimization of the multiplayer network architecture. It helped us refine data transmission strategies, reduce latency, and improve synchronization of player inputs, resulting in a smooth and responsive real-time gameplay experience.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
AI translation tools were used for the English localization.
AI is used to localize the game and Steam store page. English and Russian localizations are made by us.
All characters, CG, and UI resources in the game were either commissioned or self-drawn by the developer. Currently, the background resources are placeholders generated using commercial AI to match the overall artistic style. All content is reviewed and finalized by the developer. Once developers secure sufficient budget, these AI-generated contents will be replaced.
This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience.
Tower 47 image created using AI
In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used.
ADM Team AI Statement: In this project, AI has only been used as a supporting tool in production. We recognize AI as a powerful production support tool, but we will always honour the final human touch and the essential primacy of real-human creativity in everything that we produce: (1) Some textures and artwork were AI assisted, but as with our studio policy, it was creatively altered by human hand throughout the production process before final in-game use. (2) Most of the voice acting is human, but in some cases AI was used due to the specific nature of the characters acted (cyborgs etc.). In this project, all creative ideas and I.P. are the product of real-human origin. Apart from that, some production processes may have been assisted by AI before human alteration for final use.
The images displayed when you clear certain stages are AI-generated.
-English- This game uses generative AI(ChatGPT) as a supportive tool during development. AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation. All core systems and content were designed and implemented by the develope Core gameplay systems, art assets, and main content were created directly by the developer.
All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game. Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets.
Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay.
Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually.
AI tools were used as part of the development process (mainly for early concepts and promotional materials). All in-game assets have been created, refined, and implemented by the developer. No AI-generated content is created in real time during gameplay.
Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions.
AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game.
This game includes pre-generated AI-assisted elements created during development, including gameplay code, some in-game and UI text, music, and AI-assisted edits to certain visual assets used in the game and store materials. No live-generated AI content is produced during gameplay, and the game does not connect to external AI services while running.
The Geopogo Cities: Windsor Detroit logo was AI generated.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Select visual assets and base scripts in this title were created with the assistance of generative AI. All AI-generated content was manually edited and strictly reviewed by the developer before final inclusion.
Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Refrain: Verse of Fate In-game content art | A few select original assets were refined with AI assistance and finished by hand to match the game's atmosphere. No AI content is generated during gameplay. | illusorys | - | May 23, 2026 | |
Project:Qing In-game content art | During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent. | Without Embroiling | - | May 23, 2026 | |
Survivance In-game content art | AI generation tools were used in the creation of certain in-game assets including meshes and UI imagery. Promotional and marketing materials, including Steam capsule images and library assets, were also created using AI image generation tools. All gameplay systems and code were developed without the use of AI generation tools. | Endless Worlds Studio | - | May 23, 2026 | |
Afternoon Frontline In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | May 23, 2026 | |
The Last Hand Unclear text | Polish, Turkish, Simplified Chinese, Korean Translations | Blackwater Gator Studios | - | May 23, 2026 | |
Zigdig In-game content art | Some visual assets were made with AI assistance. | stehudz | - | May 23, 2026 | |
Held Unclear text | translation etc | Sense of Games Inc. | - | May 23, 2026 | |
Fluendora: The realm of scribes In-game content art | In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images). | Lizzrik games | - | May 23, 2026 | |
Dark Room Store/marketing art | Chat GPT was used to generate the store art and title screen art. | 5th Period Games | - | May 23, 2026 | |
Rails & Rivals In-game content art | Wallpapers in this game include AI-generated work. | tnycnsn | - | May 23, 2026 | |
Dig Inc. In-game content art | AI-generated content is used for some in-game images and Steam library/background artwork | Tematus | - | May 23, 2026 | |
MetaDoc Live AI text | MetaDoc uses generative AI to assist users in writing, editing, and structuring documents. AI features include text generation, rewriting, summarization, and outline creation.
AI services are provided and managed by MetaDoc through its own backend infrastructure. Users can access AI features using in-app credits or subscriptions purchased via Steam.
A limited free quota may be available for initial experience and testing purposes.
All AI-generated content is initiated, controlled, and reviewed by the user. Users are responsible for the content they generate and choose to use. | JaredYe | - | May 23, 2026 | |
请神 Live AI text | 游戏的自由模式部分交互提供了实时生成的AI文字聊天选项 | largeland | - | May 23, 2026 | |
SheepHoundra In-game content text | Generative AI was used to translate this content. | RockRocky | - | May 23, 2026 | |
Liminal:Childhood Memories In-game content text | To ensure that the story and atmosphere resonate perfectly with players across all languages, AI was used in the game's localization process. | Threshold Interactive | - | May 23, 2026 | |
Artifex Legends Store/marketing art | The store page capsule images were created with generative AI. | Exhibyte | - | May 23, 2026 | |
Geometry Attack In-game content audio | The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game. | Festa Tech LLC | - | May 23, 2026 | |
Arcade Park Islands: Rides & Minigames In-game content artaudio | Generative AI was used for some artwork and audio (music and sound effects). No AI is used at runtime. | Adem Kaya (Rocky) | - | May 23, 2026 | |
No Final Run Store/marketing art | Certain marketing assets may have been edited with AI. No in game assets or images are made with AI | Nordstern | - | May 23, 2026 | |
Nightsoil In-game content text | This game uses generative artificial intelligence to assist in the localization of in-game and store page text. | Minuscule Mayhem | 13 | May 23, 2026 | |
World End Dystopia In-game content artaudio | The in-game graphics and sound are generated by AI and then modified and adjusted by creators before being used.
In World End Dystopia, AI technology is used as a supplementary tool in certain parts of the production process. AI supports tasks such as prototyping, comparison, and organization, while the worldbuilding, narrative, game design, and all final expressions and decisions are created entirely by human hands.
Just as the AI “EDEN” depicted in the game exists to support human choice, AI in the real-world development process is likewise limited to an assistive role—supporting human understanding and judgment rather than replacing creativity or decision-making. | GRAVITY GAME ARISE Co., Ltd. | - | May 23, 2026 | |
Mesudoku In-game content artaudiotext | Some of the images and audio assets used in this game are created with the assistance of generative artificial intelligence, based on the creator’s original concepts and design.
All narrative content presented in the game is conceived and written by the creator, with generative artificial intelligence used to assist in text refinement and multilingual translation. | TheGameIsDifficult Studio | - | May 23, 2026 | |
ZomeStead In-game content text | It is used for localization. | Nanakusa/Pixel | - | May 23, 2026 | |
SHED In-game content text | Yes, AI was used to assist the minimal localisation required to play SHED (human edited). | Patchrat | 11 | May 23, 2026 | |
TYPER3000 In-game content art | We have used AI primarily for image generation and for optimizing the network system in Typer3000. AI-driven image generation allowed us to rapidly create and iterate visual assets such as backgrounds, interface elements, and stylistic variations, ensuring a consistent and scalable visual design.
In addition, we have used AI to support the setup and optimization of the multiplayer network architecture. It helped us refine data transmission strategies, reduce latency, and improve synchronization of player inputs, resulting in a smooth and responsive real-time gameplay experience. | ALBATROS | - | May 23, 2026 | |
Abyss Horde Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 83 | May 23, 2026 | |
On The Way Home : Strange Incidents In-game content text | AI translation tools were used for the English localization. | KarasuTengu | - | May 23, 2026 | |
Tiny Ramen Shop Store/marketing text | AI is used to localize the game and Steam store page. English and Russian localizations are made by us. | Rubikon Entertainment | - | May 23, 2026 | |
异界少女的轮回血契 In-game content art | All characters, CG, and UI resources in the game were either commissioned or self-drawn by the developer.
Currently, the background resources are placeholders generated using commercial AI to match the overall artistic style. All content is reviewed and finalized by the developer.
Once developers secure sufficient budget, these AI-generated contents will be replaced. | SaiYa | - | May 23, 2026 | |
Sector IV : LockDown In-game content arttext | This game uses generative AI in a limited capacity. Some in-game images and text were created or assisted by AI during development, but they are not entirely AI-generated. All such content has been manually edited, reviewed, and integrated by the developer to ensure consistency with the overall design and experience. | Havk | - | May 23, 2026 | |
After Dark: Tower 47 Store/marketing art | Tower 47 image created using AI | Studio 78 | - | May 23, 2026 | |
WE ARE FOOTBALL 2027 In-game content art | In WE ARE FOOTBALL 2027 we use about 12,500 AI-generated realistic-looking photos for generic male and female players. These pictures are e.g. displayed on the line-up screen or on the player profile screens. Only photographs of persons photographed specifically for this purpose were used. | Winning Streak Games GmbH | - | May 23, 2026 | |
Angel Devil Machine - Episode 1: The Princes and the Prototype In-game content artaudio | ADM Team AI Statement:
In this project, AI has only been used as a supporting tool in production. We recognize AI as a powerful production support tool, but we will always honour the final human touch and the essential primacy of real-human creativity in everything that we produce:
(1) Some textures and artwork were AI assisted, but as with our studio policy, it was creatively altered by human hand throughout the production process before final in-game use.
(2) Most of the voice acting is human, but in some cases AI was used due to the specific nature of the characters acted (cyborgs etc.).
In this project, all creative ideas and I.P. are the product of real-human origin. Apart from that, some production processes may have been assisted by AI before human alteration for final use. | Baron Marcus | - | May 23, 2026 | |
Mazemory In-game content art | The images displayed when you clear certain stages are AI-generated. | Ultimate.Games | - | May 23, 2026 | |
Hunting World Dev only code | -English-
This game uses generative AI(ChatGPT) as a supportive tool during development.
AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation.
All core systems and content were designed and implemented by the develope
Core gameplay systems, art assets, and main content were created directly by the developer. | New Game World | - | May 23, 2026 | |
Void Cargo: Equilibrium In-game content arttext | All in-game content, including gameplay assets, audio, writing, and text, was created by humans, as credited in the game.
Some Steam store and promotional materials may have been created or refined with the assistance of generative AI / LLM tools, for example for drafting or polishing marketing assets. | Hammer&Hammer | - | May 23, 2026 | |
Shardgrave In-game content art | Some visual assets in this game are created with the assistance of generative AI during development. This includes portions of the card artwork, some environmental/scenery visuals, and some character illustrations. These AI-assisted assets are curated, edited, and integrated by the developer as part of the game’s art pipeline. No live-generated AI content is used during gameplay. | Ashen Protocol | - | May 23, 2026 | |
Orbital Upgrade In-game content arttext | Some visual assets and parts of the localization were created with the assistance of AI tools and refined manually. | Fynntastic Games | - | May 23, 2026 | |
LoHa Adventure Remake In-game content art | AI tools were used as part of the development process (mainly for early concepts and promotional materials).
All in-game assets have been created, refined, and implemented by the developer.
No AI-generated content is created in real time during gameplay. | Juan Carlos Bravo Escobar | - | May 23, 2026 | |
Race Performance Manager In-game content artaudio | Certain 2D visual assets, character portraits and voice communications in the game were created with the assistance of AI tools during the development process. All AI-generated content is static; the game does not feature any real-time or live AI-generated interactions. | Neon Studio | - | May 23, 2026 | |
Overclock Dev only | AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game. | Kantin | - | May 23, 2026 | |
You Are the Light – An Audiovisual VR Journey In-game content artaudiotextcode | This game includes pre-generated AI-assisted elements created during development, including gameplay code, some in-game and UI text, music, and AI-assisted edits to certain visual assets used in the game and store materials. No live-generated AI content is produced during gameplay, and the game does not connect to external AI services while running. | R-S | - | May 23, 2026 | |
Geopogo Cities: Windsor–Detroit Store/marketing art | The Geopogo Cities: Windsor Detroit logo was AI generated. | Geopogo | - | May 23, 2026 | |
Pool Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Sewer Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Ranch Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Battalion of Tanks Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Toad Land Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Shelter Prepare In-game content artcode | Select visual assets and base scripts in this title were created with the assistance of generative AI. All AI-generated content was manually edited and strictly reviewed by the developer before final inclusion. | 维度折叠(DimFold) | - | May 23, 2026 | |
SCAMMER `99 Store/marketing codeart | Marketing assets (store capsules) created with AI assistance. Game code assisted by AI tools. | KONTORA Indie | - | May 23, 2026 |