Some artwork, promotional images, text, and translations were created with AI assistance.
- Creator
- Origin Echo
- Reviews
- -
- Added
- Sep 25, 2026
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Some artwork, promotional images, text, and translations were created with AI assistance.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some textures and sound effects were created or edited using generative AI tools.
all the pictures are generated by artificial intelligence.
We used AI to generate several parts of the game and the models.
Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English. The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images. No AI runs while you play. All content is fixed at release.
Some of the image and audio assets were created with the help of generative AI. All final design adjustments and processing were done by hand by the developer.
Open AI Codex was used to generate the images, code and much of the text of the game.
AI is used in early visual concept explorations for certain environments. Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development. The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
AI was used only to generate bases for a few specific textures, which were then edited by hand.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand. Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans. AI tools were also used to assist with language localization.
all the pictures are generated by artificial intelligence.
Some 2d textures
This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets. All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime.
本游戏在开发过程中使用生成式人工智能辅助制作部分静态背景、角色与场景插画、商店宣传素材,并辅助部分游戏文本的初稿与润色。所有相关内容均经过开发者人工筛选、修改、整合和最终审核,并以固定内容提供。游戏运行期间不会连接生成式人工智能服务,也不会根据玩家输入实时生成任何内容。
This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization.
Some in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team.
Does it matter? No, the game is still fun.
This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running.
Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes. All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game. The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service.
All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
A large language model was used to translate the product page.
all the pictures are generated by artificial intelligence.
Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic. Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
This game uses generative AI tools only to assist with text translations.
Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
We use AI to generate interactive videos in the game.
An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay.
Some assets were created or edited with generative AI tools. No AI content is generated during gameplay.
all the pictures are generated by artificial intelligence.
Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay.
Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI to create the following content: - Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models - Music: Suno - Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0) - Text and code: created with the assistance of generative AI All of the above were pre-generated during development. No AI runs at runtime.
During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity. — Esra Soner (Catstanbul's Developer)
This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay.
During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services.
Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
AI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay.
Some images and music were made with the help of AI.
Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay.
Generative AI was used to create some pre-generated character artwork, 2D images, and illustrations included in the game and related visual promotional materials. All generated images are reviewed and selected by the developer before inclusion. No AI-generated content is created during gameplay.
This game uses generative AI tools in parts of its development process. Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer. Audio: Some sound effects and voice lines may be generated or processed using AI tools. Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets. No AI-generated content is created live during gameplay. All content is fixed and reviewed before release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
VOICES LIE In-game content arttext | Some artwork, promotional images, text, and translations were created with AI assistance. | Origin Echo | - | Sep 25, 2026 | |
JIGOKU YUGI: Only The Last Gambler Standing Returns to Life In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 24, 2026 | |
THE MOUTHLESS STALKER In-game content artaudio | Some textures and sound effects were created or edited using generative AI tools. | LP7studios | - | Sep 24, 2026 | |
Visual Novel: Calendar Without Tomorrow In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 24, 2026 | |
Unlucky In-game content art | We used AI to generate several parts of the game and the models. | Piece Of Web | - | Sep 22, 2026 | |
Mimicry Kingdom In-game content artaudiotextcode | Generative AI was used during development to help create some of the game's 3D models, music, sound effects, and program code, as well as to draft or revise portions of the in-game text and translate in-game text into English.
The store page also includes image assets created using generative AI. Generative AI was also used to help write the store description and translate it into English. | Jloo | - | Sep 22, 2026 | |
Archives of Disorder - Pasture Without Light In-game content artaudiotext | The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release. | Vison | - | Sep 21, 2026 | |
絶望ショッピング ZETSUBO SHOPPING In-game content artaudio | Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer. | ShintoWorks | - | Sep 18, 2026 | |
Soul In-game content arttextcode | Open AI Codex was used to generate the images, code and much of the text of the game. | Stavros Aeneas Kokkineas | - | Sep 18, 2026 | |
Whisper in the Halls In-game content art | AI is used in early visual concept explorations for certain environments.
Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care. | FreakGang Interactive | - | Sep 18, 2026 | |
VACATION Store/marketing arttext | Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service. | SLOPWORKS | - | Sep 16, 2026 | |
Mane, Tekel, Fares In-game content audioart | We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer. | Insiters Juliusz Peta | - | Sep 16, 2026 | |
Last Copy In-game content textartcode | Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay. | Casdera Labs | - | Sep 16, 2026 | |
Phobophobia 2.0 – System Override Dev only | Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development.
The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live. | ghoSTudio games | - | Sep 16, 2026 | |
凯索斯之遗 In-game content codetext | During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves. | The Silent Piper | - | Sep 16, 2026 | |
Expiration In-game content artaudio | Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay. | Forest Lake | - | Sep 16, 2026 | |
The Guest from the Fields In-game content art | AI was used only to generate bases for a few specific textures, which were then edited by hand. | Skamii | - | Sep 16, 2026 | |
Matryoshka In-game content arttext | The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization. | flapper3 | - | Sep 16, 2026 | |
Visual Novel: The Neighbor with My Face In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 15, 2026 | |
四番旅館 The 4th Ryokan Unclear art | Some 2d textures | Gonta | - | Sep 15, 2026 | |
Corporate Corp Incorporated Store/marketing art | This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets.
All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime. | Stryker Pose Studios | - | Sep 13, 2026 | |
高三最后300天 In-game content arttext | 本游戏在开发过程中使用生成式人工智能辅助制作部分静态背景、角色与场景插画、商店宣传素材,并辅助部分游戏文本的初稿与润色。所有相关内容均经过开发者人工筛选、修改、整合和最终审核,并以固定内容提供。游戏运行期间不会连接生成式人工智能服务,也不会根据玩家输入实时生成任何内容。 | ClearLoveLA | - | Sep 13, 2026 | |
Prompt Crisis Live AI textart | This game uses a large language model to generate the AI companion’s dialogue and ending titles in real time. Dialogue responses are generated based on player input and conversation context. Generative AI tools were also used to help create or edit some store and promotional artwork and assist with text translation and localization. | Second Reality | - | Sep 12, 2026 | |
Floor 13: Onryo In-game content art | Some in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team. | BSugarSweet | - | Sep 12, 2026 | |
A Journey Rediscovered - Intro Version general | Does it matter? No, the game is still fun. | NotARealGameDev | - | Sep 12, 2026 | |
The Crooked Hand In-game content artaudiotextcode | This game uses generative AI extensively during development to assist with programming and to create art, music, and some written materials. All content included in the final game is manually reviewed, edited, and integrated; no content is generated in real time while the game is running. | chenjd | - | Sep 12, 2026 | |
LastAlive In-game content arttextcode | Generative AI tools were used during development to assist with creating and iterating some pre-generated visual assets, UI icons, concept art, text drafts, and development/code prototypes.
All AI-assisted content was reviewed, edited, and selected by the developer before being included in the game.
The game does not use live generative AI during gameplay, does not generate new content for players in real time, and does not send player input or personal data to any AI service. | NeuroArs | - | Sep 12, 2026 | |
The Hanging Game In-game content audio | All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping. | JohnBug2536 | - | Sep 12, 2026 | |
Fallgrade In-game content text | A large language model was used to translate the product page. | vladkudas | - | Sep 11, 2026 | |
Visual Novel: DARKENED MIRROR In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 10, 2026 | |
Tragedy : The Call of the Estate In-game content audioart | Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements. | HighRavel | - | Sep 10, 2026 | |
HitPsycho In-game content artaudio | Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world. | Retroboi64 | - | Sep 10, 2026 | |
Memo In-game content text | This game uses generative AI tools only to assist with text translations. | Divine Magic Games | - | Sep 9, 2026 | |
Sanidade Zero In-game content artcode | Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer. | Alan Vieira oliveira | - | Sep 7, 2026 | |
沦为萌犬-被姐姐们温柔偏爱 Live AI art | We use AI to generate interactive videos in the game. | WingInNest | - | Sep 7, 2026 | |
Hotel 13 In-game content audio | An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay. | Voidy | - | Sep 7, 2026 | |
MOTHERWARD In-game content art | Some assets were created or edited with generative AI tools. No AI content is generated during gameplay. | Budgie Pixels | - | Sep 7, 2026 | |
Visual Novel: EVENING BROADCAST In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 6, 2026 | |
Night Shift: Something Is Wrong In-game content arttext | Generative AI was used during development to assist with the creation of selected UI graphics, localization, and text content. All AI-assisted content was reviewed and edited by the developer before being included in the final product. The game does not generate AI content during gameplay. | biges | - | Sep 6, 2026 | |
Ability Roulette - Last Round Express In-game content arttext | Generative AI tools assisted with some pre-generated artwork, localization, and written copy during development. All included outputs were selected, reviewed, and edited by the developer before shipping. The game does not generate AI content during gameplay and does not connect to external AI services. | VEB AUTOMEISHN LLC | - | Sep 6, 2026 | |
百目質店 - Hyakume Pawnshop In-game content artaudiotextcode | This game uses generative AI to create the following content:
- Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models
- Music: Suno
- Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0)
- Text and code: created with the assistance of generative AI
All of the above were pre-generated during development. No AI runs at runtime. | SONTAQ works | - | Sep 4, 2026 | |
Catstanbul Dev only art | During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity.
— Esra Soner (Catstanbul's Developer) | Esra Soner | - | Sep 4, 2026 | |
Archechord In-game content artaudiocode | This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay. | ArcheprismStudio | - | Sep 3, 2026 | |
A Bad Dream: Trypophobia In-game content artcode | During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services. | Big Mount Interactive | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
Lomiya: Do LLMs Dream of Modern Poetry? In-game content art | AI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay. | Terminal Poetry | - | Sep 3, 2026 | |
Do you remember? In-game content artaudio | Some images and music were made with the help of AI. | Voider Games | - | Sep 3, 2026 | |
They Are Lost Store/marketing text | Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay. | Cine-mo | - | Sep 2, 2026 | |
K-Drama Game 1 In-game content art | Generative AI was used to create some pre-generated character artwork, 2D images, and illustrations included in the game and related visual promotional materials. All generated images are reviewed and selected by the developer before inclusion. No AI-generated content is created during gameplay. | H999 Games | - | Sep 1, 2026 | |
Who Is Wrong In-game content artaudiocode | This game uses generative AI tools in parts of its development process.
Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer.
Audio: Some sound effects and voice lines may be generated or processed using AI tools.
Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets.
No AI-generated content is created live during gameplay. All content is fixed and reviewed before release. | Enginar Games | - | Sep 1, 2026 |