Some of the game's art assets were created using generative artificial intelligence.
- Creator
- Beijing XinJing Culture Communication Co., Ltd
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,376 disclosures tracked
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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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Some of the game's art assets were created using generative artificial intelligence.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience.
During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced.
AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Card images and the post are generated by AI
The store page capsule image (cover art) was generated using AI.
Only used for the creation of some visual elements.
Store based items and some ICON art that was then modified to fit game
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
For the non-English versions of this game, we have used AI to generate the translations.
AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer.
Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
The game leverages AI to produce in-game text on the fly (character inner monologues, dialogue, and scene descriptions) while also powering gameplay decision-making.
AI-assisted tools were used to upscale and enhance some in-game textures, to help add visual detail to the original artwork. All final assets were artist-reviewed and then integrated by the development team
We use AI to generate image-only loading screens, backgrounds, maps, characters, store pages, and community resources and marketing materials.
The AI image generator Dall-E was used to create imagery within the game.
Some images were created by AI
Card illustration is completed by AI drawing
The backgrounds of the game's start screen and pick screen were pre-generated by me via AI, and some of the in-game icons were generated by the author via AI. Here is their license: License: Assets can be used personally and commercially. You can modify the asset. You cannot re-distribute the files, even modified versions.
Used for creating the game banner
Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences.
Used for creating the game banner
Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools. -- Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools.
Generated images are used as placeholder art for certain role portraits.
In the demo are a few pre-generated images in the blurry background
The AI is used in one video in the steam and was used in videos between levels.
All in-game content is created and authored by the development team. Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Demon Draw 猎魔牌 In-game content art | Some of the game's art assets were created using generative artificial intelligence. | Beijing XinJing Culture Communication Co., Ltd | - | May 23, 2026 | |
Midnight Queue In-game content arttext | AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages. | CORISCO STUDIO | - | May 23, 2026 | |
BLOODY RAVE In-game content arttext | The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience. | Black Manticores | - | May 23, 2026 | |
Grim Pulse: The First Blood In-game content audiotext | During the period from Early Access to Launch this title may use AI for voice in quest dialog as placeholders, prior to launch all AI elements shall be removed should they have existed and replaced. | Grim Pulse Studio | - | May 23, 2026 | |
New Yankee: Jelly Chaos Store/marketing art | AI tools were used in a limited capacity to assist in the creation of certain visual assets for store and marketing presentation (such as background elements and minor graphical components). All final content was reviewed, edited, and approved by the development team. | Alawar Casual | - | May 23, 2026 | |
Bianhe River Monster In-game content text | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Deadly Sip Store/marketing art | Card images and the post are generated by AI | PottedGames | - | May 23, 2026 | |
Bone Marrow Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 43 | May 23, 2026 | |
The Crimson Hunt Store/marketing art | Only used for the creation of some visual elements. | Farelas | - | Mar 18, 2026 | |
Dracula - Blood Moon In-game content art | Store based items and some ICON art that was then modified to fit game | Outlaw Games | - | Mar 18, 2026 | |
Memory alteration In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Mar 18, 2026 | |
ShotSun Man & His Beauties In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007b | - | Mar 18, 2026 | |
Beauties love my quantum entanglement wine In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0001b | - | Mar 18, 2026 | |
Vampire's Fall 2 In-game content text | For the non-English versions of this game, we have used AI to generate the translations. | Early Morning Studio | 997 | Mar 18, 2026 | |
Vampire One Blood Store/marketing art | AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer. | Juan corp studio | - | Mar 18, 2026 | |
Ocean Fishooter Dev only art | Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content. | FALA PTE. LTD. | 10 | Mar 18, 2026 | |
Vampire Hunter: Nightrise In-game content artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | 25 | Mar 18, 2026 | |
Boundless AI Fantasy Live AI text | The game leverages AI to produce in-game text on the fly (character inner monologues, dialogue, and scene descriptions) while also powering gameplay decision-making. | João Vitor Andrioli de Souza | - | Mar 18, 2026 | |
Legacy of Kain: Defiance Remastered In-game content art | AI-assisted tools were used to upscale and enhance some in-game textures, to help add visual detail to the original artwork. All final assets were artist-reviewed and then integrated by the development team | Crystal Dynamics | 580 | Mar 18, 2026 | |
Legendary Heroes Survivors In-game content art | We use AI to generate image-only loading screens, backgrounds, maps, characters, store pages, and community resources and marketing materials. | Last Loop Studios | 28 | Mar 18, 2026 | |
NOX AETERNA - Veil of Darkness In-game content art | The AI image generator Dall-E was used to create imagery within the game. | Darkside Studios | 10 | Mar 18, 2026 | |
Hemocrypt Unclear art | Some images were created by AI | beep boop | - | Mar 18, 2026 | |
Blood Rising Store/marketing art | Card illustration is completed by AI drawing | Collider Studio | 18 | Mar 18, 2026 | |
Mystic Explorer In-game content art | The backgrounds of the game's start screen and pick screen were pre-generated by me via AI, and some of the in-game icons were generated by the author via AI. Here is their license:
License: Assets can be used personally and commercially. You can modify the asset. You cannot re-distribute the files, even modified versions. | Zack | 42 | Mar 18, 2026 | |
Dofamine VR Store/marketing art | Used for creating the game banner | VR-WRG | 210 | Mar 18, 2026 | |
Suck Up! Live AI text | Suck Up! uses advanced AI to create dynamic gameplay. Players interact with AI characters using their voice, and the AI responds in real time based on tone and strategy. With unique personalities and behaviors, the AI challenges players to outwit them, ensuring immersive and unpredictable experiences. | Proxima | 174 | Mar 18, 2026 | |
Space Accident VR Store/marketing art | Used for creating the game banner | VR-WRG | 235 | Mar 18, 2026 | |
Erannorth Renaissance In-game content arttext | Erannorth Renaissance is a solo development effort that uses licensed stock for artwork, sound effects, and music from various artists. Some assets, such as portraits and event covers, were created using generative AI technologies or AI-based tools.
--
Every story thread in the game comes from my own twisted imagination. No AI played any part in creating it. However, to make sure every line reads as intended and is grammatically correct, it’s been reviewed and, when needed, refined with help from AI-powered grammar tools. | Spyridon Thalassinos | 175 | Mar 18, 2026 | |
Werewolves Revenge In-game content art | Generated images are used as placeholder art for certain role portraits. | Studio Serene | 82 | Mar 18, 2026 | |
Tower Alchemist: Defend Khaldoria In-game content art | In the demo are a few pre-generated images in the blurry background | Weird Chicken Games | - | Mar 18, 2026 | |
Dixotomia In-game content art | The AI is used in one video in the steam and was used in videos between levels. | DeepMatrix | - | Mar 18, 2026 | |
Deadhaus Sonata Dev only | All in-game content is created and authored by the development team.
Like most modern game development, our tools and software may include AI-assisted features for internal workflows such as iteration, editing, or placeholder experimentation. These tools do not generate final player-facing content. | Apocalypse Studios | 37 | Mar 17, 2026 |