AI tools were used to generate some of the visual and background assets during development.
- Creator
- Succubella Games
- Reviews
- -
- Added
- Sep 7, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI tools were used to generate some of the visual and background assets during development.
Some assets are AI generated
The game images and music are AI-generated. All AI-generated materials have been adjusted, edited and post-processed by the developer
AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub.
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.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
Game art and character designs were crafted with the assistance of AI generation tools.
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
We used AI to generate some game scene images, icons, and code.
The game's music includes vocals generated using generative AI. The game's main song will soon be re-recorded with a human singer.
Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime.
Some materials were generated with AI assistance
I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself. As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens.
Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects. All generated assets were reviewed and edited by the development team.
This software does not include any AI features or AI integration services. AI was used to create the promotional posters for the store, as the software interface alone was not suitable for poster design.
Game Image and Background are AI.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
Generative artificial intelligence was used to assist with background materials
Autoregressive Gen Assist & Debugging
Some assets in this game were generated with the assistance of AI, then manually edited, optimized, and reviewed by our team.
Art assets are AI-generated with subsequent manual refinement.
- Handcrafted music enhanced with AI - AI-generated SFX
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some of the art in Spell Death was generated with an image model, then selected and edited by hand. Nothing is generated while you play.
部分游戏内背景图使用AI辅助生成,剧情与角色设计均为原创。
We Use AI to code the game and for Language localization.
Characters and environments are human‑created. Some cutscenes, special effects and icons use AI-generated assets.
Store page images are AI generated images
Hi! I’m a solo indie developer working on this game during my free time outside of daily life. To bring this project to life with limited time and resources, I used AI tools to assist parts of the development process, such as brainstorming, early prototypes, draft writing, and iteration support. However, the core game design, gameplay systems, story structure, balancing, and final implementation were all personally planned, edited, and integrated by me. AI is a tool that helps me turn ideas into something playable—it does not replace the creative decisions behind this game. I know people may have different opinions about AI, so I want to be transparent about it. Thank you for playing and supporting my work. I hope you enjoy exploring this broken, virus-corrupted world.
Some visual assets used in Brawlbeards, including character illustrations, backgrounds, store capsules, and promotional artwork, were created with the assistance of generative AI and then selected, edited, and integrated by the developer. No generative AI content is created in real time during gameplay, and the game does not connect to an external AI service.
AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime.
Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets.
The English localization of Channel 453 was produced through a combination of human translation and editing. Some sections of the game, including portions of the demo, were translated by a human translator. For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters. All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game. We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game. To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update.
Built with the help of machine learning algorithms for faster asset creation and tuning
本游戏在开发过程中使用了生成式人工智能辅助创作部分剧情图片、过场画面及宣传素材。所有相关内容均经过开发团队审核和编辑后用于游戏。游戏运行过程中不会实时生成任何 AI 内容。
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist.
During the development of this game, AI tools were used solely as a coding assistance aid — primarily to help identify and fix minor bugs, and to assist with small code corrections and improvements. AI was not used to generate any content experienced by the player, including visual assets, audio, narrative or in-game text. All artwork, sound, and written content presented to the player are original and human-created. The AI usage disclosed here is limited to development-side coding assistance and does not appear as generated content within the final player-facing experience.
Some game illustrations are generated using AI and have been manually refined.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
Some sfx or musics; Some Skins
Some artwork and game assets were edited and created using AI tools.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style. Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions.
Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game.
The Hero Capsule and main logo was created using AI tools only. The other assets of the game were not created using AI tools.
A few of environmental assets and the storybook images were created using ai generation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Echoes of a Strange World In-game content art | AI tools were used to generate some of the visual and background assets during development. | Succubella Games | - | Sep 7, 2026 | |
Adventures of Popatlal In-game content | Some assets are AI generated | tmkocplay | - | Sep 7, 2026 | |
在樱花永不凋零的永恒之夜 In-game content artaudio | The game images and music are AI-generated. All AI-generated materials have been adjusted, edited and post-processed by the developer | 小方KAGAYA | - | Sep 7, 2026 | |
Ghost in the SQL Data In-game content text | AI was used on this game: to assist with the programming, and to produce the translations. If a line reads wrong in your language, report it on the Steam community hub. | Isaac MENARD | - | Sep 6, 2026 | |
Gravebound 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. | Crater Studios | - | Sep 3, 2026 | |
INKBORN In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Sep 3, 2026 | |
Bloody Fighters In-game content art | All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images. | Last Exit Diner | - | Sep 3, 2026 | |
Another One In-game content art | Game art and character designs were crafted with the assistance of AI generation tools. | Giacomo Daniele Nicotra | - | Sep 3, 2026 | |
The voodoo soldier In-game content art | “AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.” | Kevenson Draws | - | Aug 31, 2026 | |
Bullet's Deal: Split the Fortune In-game content art | Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually. | After Titles Studio | - | Aug 31, 2026 | |
第六枚骰子 In-game content artcode | We used AI to generate some game scene images, icons, and code. | crouchingcatstudio | - | Aug 31, 2026 | |
Kat Domino In-game content audio | The game's music includes vocals generated using generative AI. The game's main song will soon be re-recorded with a human singer. | Evil Axis Game Studio | - | Aug 29, 2026 | |
Still Sorting In-game content text | Most of this game's source code was written with the help of generative AI tools. English localization drafts were produced the same way and then reviewed and edited by the developer. All graphics, Korean text, and game design were created by the developer; sound uses CC0-licensed recordings. This game does not use AI at runtime. | montsaint | - | Aug 29, 2026 | |
奇怪的三国模拟器 Unclear | Some materials were generated with AI assistance | 游戏方程工作室 | - | Aug 29, 2026 | |
KAARTEL In-game content art | I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself.
As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens. | Jion Interactive | - | Aug 29, 2026 | |
KleptoMagia In-game content artaudio | Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects.
All generated assets were reviewed and edited by the development team. | Casual Ties Studio | - | Aug 29, 2026 | |
XHub Store/marketing art | This software does not include any AI features or AI integration services. AI was used to create the promotional posters for the store, as the software interface alone was not suitable for poster design. | Kylin Lin | - | Aug 29, 2026 | |
Casanova Simulator Store/marketing art | Game Image and Background are AI. | Tarnaki Games | - | Aug 29, 2026 | |
Comic Shop Tycoon In-game content art | Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running. | Phenixx Studios | - | Aug 28, 2026 | |
全小将 Unclear | Generative artificial intelligence was used to assist with background materials | 崩溃猛犸 | - | Aug 28, 2026 | |
Grave Profits Dev only code | Autoregressive Gen Assist & Debugging | Cryo Chrome | - | Aug 28, 2026 | |
海上有座极极岛 In-game content art | Some assets in this game were generated with the assistance of AI, then manually edited, optimized, and reviewed by our team. | 巴比波波工作室(BaBiBoBo Studio) | - | Aug 28, 2026 | |
变废为宝 Trash to Cash In-game content art | Art assets are AI-generated with subsequent manual refinement. | 棱镜工作室 | - | Aug 26, 2026 | |
Dragons Invasion In-game content audio | - Handcrafted music enhanced with AI
- AI-generated SFX | Tencah Games | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Spell Death In-game content art | Some of the art in Spell Death was generated with an image model, then selected and edited by hand. Nothing is generated while you play. | Serhat Marasligil | - | Aug 24, 2026 | |
Shadows of Three: Coup In-game content art | 部分游戏内背景图使用AI辅助生成,剧情与角色设计均为原创。 | 张不良 ZHANG BU LIANG | - | Aug 23, 2026 | |
PooDaddy In-game content textcode | We Use AI to code the game and for Language localization. | neeknog | - | Aug 23, 2026 | |
Spud Legends In-game content art | Characters and environments are human‑created. Some cutscenes, special effects and icons use AI-generated assets. | Beijing Gaishi Potato Technology Co., Ltd | - | Aug 23, 2026 | |
Sakura Shiren Store/marketing art | Store page images are AI generated images | Jeremy Caudill | - | Aug 22, 2026 | |
Glitch Hunter: L-Virus Outbreak In-game content text | Hi! I’m a solo indie developer working on this game during my free time outside of daily life.
To bring this project to life with limited time and resources, I used AI tools to assist parts of the development process, such as brainstorming, early prototypes, draft writing, and iteration support.
However, the core game design, gameplay systems, story structure, balancing, and final implementation were all personally planned, edited, and integrated by me.
AI is a tool that helps me turn ideas into something playable—it does not replace the creative decisions behind this game.
I know people may have different opinions about AI, so I want to be transparent about it.
Thank you for playing and supporting my work.
I hope you enjoy exploring this broken, virus-corrupted world. | Benebridge | - | Aug 22, 2026 | |
Brawlbeards In-game content art | Some visual assets used in Brawlbeards, including character illustrations, backgrounds, store capsules, and promotional artwork, were created with the assistance of generative AI and then selected, edited, and integrated by the developer. No generative AI content is created in real time during gameplay, and the game does not connect to an external AI service. | BearPath Software | - | Aug 20, 2026 | |
FRAMEOUT In-game content codeart | AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime. | Kebapp Games | - | Aug 19, 2026 | |
Monster Mavericks In-game content art | Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets. | Trevor Allen | - | Aug 19, 2026 | |
Channel 453 In-game content text | The English localization of Channel 453 was produced through a combination of human translation and editing.
Some sections of the game, including portions of the demo, were translated by a human translator.
For a limited number of sections in the full game, generative AI tools were used only as a first-pass aid for English localization and language editing. These tools were not used to create the original scenario or characters.
All AI-assisted English text was subsequently reviewed, revised, and polished by humans before being included in the final game.
We are providing this information on Steam in the interest of transparency and to help players make an informed decision about the game.
To avoid any misunderstanding: this refers to a test-stage build. The final release will be provided with fully human-translated localization alongside the finalized store page update. | Bulhwa | - | Aug 18, 2026 | |
Misfits Legion Unclear art | Built with the help of machine learning algorithms for faster asset creation and tuning | lukyn111 | - | Aug 18, 2026 | |
灵矿之日本陨落(序章) In-game content art | 本游戏在开发过程中使用了生成式人工智能辅助创作部分剧情图片、过场画面及宣传素材。所有相关内容均经过开发团队审核和编辑后用于游戏。游戏运行过程中不会实时生成任何 AI 内容。 | WA Game Studio | - | Aug 17, 2026 | |
Axolotl Rangefighters In-game content art | Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay. | Sam Cunningham | - | Aug 16, 2026 | |
告死天使招魂令 Death Angel Requiem Dev only art | AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist. | 五十岚夜莺 | - | Aug 14, 2026 | |
Animal Mystery: 100 Hidden Cats Dev only code | During the development of this game, AI tools were used solely as a coding assistance aid — primarily to help identify and fix minor bugs, and to assist with small code corrections and improvements. AI was not used to generate any content experienced by the player, including visual assets, audio, narrative or in-game text. All artwork, sound, and written content presented to the player are original and human-created. The AI usage disclosed here is limited to development-side coding assistance and does not appear as generated content within the final player-facing experience. | ArPeaKK Games | - | Aug 13, 2026 | |
上传器/Uploader In-game content art | Some game illustrations are generated using AI and have been manually refined. | QupiD | - | Aug 13, 2026 | |
Robinson: Survival In-game content arttext | Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game. | Digital Fresh | - | Aug 13, 2026 | |
Cowboy!Duel! Unclear audio | Some sfx or musics;
Some Skins | ZeyranIndividual | - | Aug 13, 2026 | |
Seven Seals In-game content art | Some artwork and game assets were edited and created using AI tools. | Nexus Media | - | Aug 11, 2026 | |
Project September In-game content art | Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access. | Livari Studio | - | Aug 11, 2026 | |
刀与剑 ~斗牌风云录 In-game content art | Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists. | LarjGameStudio | - | Aug 11, 2026 | |
摩登迷城 In-game content artcode | The creative direction of GAZE IN SHADOWS was developed and controlled entirely by our team, including its 1928 setting, story, characters, case design, gameplay, and film noir-inspired visual style.
Generative AI was used only as a supporting tool for early art exploration, asset refinement, and limited programming assistance. All AI-assisted content was manually reviewed, extensively revised, and finalized by our developers. AI was not involved in any core creative decisions. | BION | - | Aug 11, 2026 | |
Goat Survivor 2 In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game. | DUMARU Inc. | - | Aug 11, 2026 | |
Thread Match Festival Store/marketing art | The Hero Capsule and main logo was created using AI tools only. The other assets of the game were not created using AI tools. | Tuga Studios | - | Aug 8, 2026 | |
Spooky Tales and Mummy Trails In-game content art | A few of environmental assets and the storybook images were created using ai generation. | Jonathan Francis | - | Aug 8, 2026 |