We used AI to generate textures when painting images for the library. The gameplay screenshots do not contain generative content. The game itself, its code and assets do not contain generated content.
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- Mar 18, 2026
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We used AI to generate textures when painting images for the library. The gameplay screenshots do not contain generative content. The game itself, its code and assets do not contain generated content.
AI was used in the creation of the store page material. In game, there are a couple fake advertisement posters scattered for products and services. For example, the insurance advertisement seen in the game trailer.
Artificial intelligence has been used to create in-game assets and certain store materials.
Some images were created by AI
The soundtrack was made using Udio
In my game, the main character's voice is AI-generated, and I purchased Eleven Labs' starter pack for it, which gives me the rights for commercial use.
Use AI to generate images as reference, and then make some modifications to the AI images as 2D images in the game.
AI was used in the creation of certain visual assets, including character avatars, title screen artwork, promotional materials, and background art. However, these assets still required substantial manual work such as design, sketching, outline drawing, and polishing. The AI was used primarily as a tool for coloring and enhancement, and it did not dictate the creative direction. The visual style remains faithful to the original Little Fighter 2. Some people assume that because AI was used in certain artwork, it must have been applied throughout the entire project. That is far from the truth. I used AI primarily for large-scale visual tasks. To give a clearer picture: the game includes over 3,000 hand-crafted sprite frames, composed from thousands of hand-drawn body parts. In contrast, only about 100 images were AI-assisted, and many of those, such as promotional artwork, don't even appear in the actual game. I understand that some people may have concerns about the use of AI in the creative process. But I hope people can see the broader context and appreciate the amount of manual effort that went into making this game. Please know that I’m a solo developer working with a limited budget. I’ve been developing this project for around 3.5 years; even quitting my full-time job for a year to work on it full time, without expecting it to cover even half of my previous salary. I've done my best to balance quality and practicality. Your understanding and support mean a great deal to me.
The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator.
マップチップの一部でAIによる画像生成の素材を加工し使用。
AI was used to assist in generating marketing materials. The game itself contains no AI generated content.
Ai used for concept art and for some store page images
AI was use for generating pictures of aliens, family and voice over for audio/VHS tapes.
Throughout the development of our game, we may leverage AI-based tools to assist our team in content creation. Please rest assured that what you see in the game reflects the creativity and hard work of our team. Examples may include pictures and/or posters used in some of our environments.
We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game.
This game uses minimal amount of Ai generated images from paid accounts and other sources.
This game is 99% created by real people, the background of level 2 and level 3 were created with AI.
The game utilizes AI to generate human personalities and dialogue for you to interrogate and pick apart when making your decision to execute or release.
We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards.
Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary.
AI was only use to generate the game's cover art
Promotional artwork for the game store page as well as game icon
AI played a key role in the development of this game, enhancing both the creative and technical aspects. From generating detailed textures to assisting in the creation of 3D models, AI helped bring the game world to life with greater efficiency and precision. Additionally, AI contributed to coding and the creation of promotional materials, ensuring a high-quality experience both in-game and on the store page.
We use pre-rendered AI content. Loading screens and UI elements are done with AI.
Our game does not contain any content directly generated by AI (AI usage is around 10-20% of the total workload). Some character art and some scenes were inspired by AI designs. It's undeniable that AI is an excellent auxiliary tool. Its handling of color, light, and shape is indeed superior to what an artist can achieve on their own. (This is also due to cost considerations. Currently, independent game teams are struggling to survive, and our vision is to continuously produce more high-quality works.) In terms of character art design, AI's performance in certain aspects surpasses our own capabilities, so we are considering using AI as an aid in the creation of our early works. We hope for your continued support so that we can reduce or even eliminate the use of AI in the future and continue to create more works. Every character illustration and scene in the game requires a significant amount of time to create and modify
The radio show was generated by AI voice technology.
Some art assets were created using AI image generation
NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS. Built with Llama All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline. The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with.
AI was used during development to do spelling correction, translation and to generate some elements of scenery.
Banners for the store page were generated using AI.
Pre-generated AI content present in the store page capsule images as well as the in game main menu
AI tools were used to generate select artwork, including concept images, a few decorative assets, and a few censored fictional photographs as some Voicelines and Screams. Some of these depict intentionally exaggerated or eccentric characters that would have been impractical—or impossible—to stage with real models. All AI-generated assets were manually reviewed and edited before inclusion. No AI content is generated dynamically during gameplay.
Promotional video was partially created using Microsoft ClipChamp. No other use of AI
AI was specifically used for the cover artwork of this game. That is the only AI used.
We used artificial intelligence to prepare several assets for the game.
We used neural networks to create illustrations for the store. After generation, the work was refined in photo editor.
In order to enhance the visual effects and content diversity of the game, we have used AI generated art materials in some map scenes and monster designs. All AI generated materials have been carefully adjusted and optimized to ensure they are consistent with the overall style of the game.
We only used AI to generate Assets for the store page. The game itself doesn't use any AI generated content.
Only to convert text to voices.
The logo and title images used AI-generated content as reference.
Menu elements such as backgrounds contain art generated with tools using Artificial Intelligence.
Some backgrounds were made using AI.
The background image is generated using AI
Some characters are generated using AI.
Some backgrounds and Boss Designs were built using AI
Xeno Rangers uses AI to help generate interface image details as well as community / promotional material. The AI uses our own 3D models as reference to generate from and uses realistic photographic styling as to not infringe on any works.
Only the character art in the logo was generated by AI. Even the logo title text, I created myself in Photoshop. I created all the characters in Aseprite, without AI. I scripted the game, designed, and built it myself, and leveraged asset packs.
We used AI to generate images when designing the page in steam and some backgrounds
Hey folks, RantCPU here with a little update on RantCPU's ClickBait! We're all about parodying AI tech, and we’re taking it very seriously. To save on those sky-high computing costs, I've roped in some human "assistants" and forced them to handle most of the heavy lifting. So, while some minor assets might get a touch of AI magic, the main game goodies, including all my cards, are human-made and ethically sourced. Apologies in advance for any slip-ups—unlike my flawless AI brilliance, humans are bound to mess up now and then. Enjoy the game and embrace the chaos!
Some assets from Meh have been generated by AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mishaka Ubivaka In-game content art | We used AI to generate textures when painting images for the library.
The gameplay screenshots do not contain generative content.
The game itself, its code and assets do not contain generated content. | Low Res | 10 | Mar 18, 2026 | |
Warranty Man In-game content art | AI was used in the creation of the store page material. In game, there are a couple fake advertisement posters scattered for products and services. For example, the insurance advertisement seen in the game trailer. | ENT3RWH | 47 | Mar 18, 2026 | |
A Station In-game content art | Artificial intelligence has been used to create in-game assets and certain store materials. | Tawus Games | - | Mar 18, 2026 | |
Hemocrypt Unclear art | Some images were created by AI | beep boop | - | Mar 18, 2026 | |
SpiceX In-game content audio | The soundtrack was made using Udio | b0gie | - | Mar 18, 2026 | |
Cursed Hours In-game content audio | In my game, the main character's voice is AI-generated, and I purchased Eleven Labs' starter pack for it, which gives me the rights for commercial use. | Prathamesh Naik | - | Mar 18, 2026 | |
巅峰之智 Peak Wisdom In-game content art | Use AI to generate images as reference, and then make some modifications to the AI images as 2D images in the game. | AAA GAMES | - | Mar 18, 2026 | |
Little Fighter 2 Remastered In-game content art | AI was used in the creation of certain visual assets, including character avatars, title screen artwork, promotional materials, and background art. However, these assets still required substantial manual work such as design, sketching, outline drawing, and polishing. The AI was used primarily as a tool for coloring and enhancement, and it did not dictate the creative direction. The visual style remains faithful to the original Little Fighter 2.
Some people assume that because AI was used in certain artwork, it must have been applied throughout the entire project. That is far from the truth. I used AI primarily for large-scale visual tasks. To give a clearer picture: the game includes over 3,000 hand-crafted sprite frames, composed from thousands of hand-drawn body parts. In contrast, only about 100 images were AI-assisted, and many of those, such as promotional artwork, don't even appear in the actual game.
I understand that some people may have concerns about the use of AI in the creative process. But I hope people can see the broader context and appreciate the amount of manual effort that went into making this game. Please know that I’m a solo developer working with a limited budget. I’ve been developing this project for around 3.5 years; even quitting my full-time job for a year to work on it full time, without expecting it to cover even half of my previous salary. I've done my best to balance quality and practicality. Your understanding and support mean a great deal to me. | Little Fighter Co Pty Ltd | 1.7k | Mar 18, 2026 | |
Queen Ant Perfume -The Mad Love of Jack the Ripper- In-game content art | The backgrounds and figures were based on illustrations generated by AI tools and modified by the illustrator. | WabiSabi Project | - | Mar 18, 2026 | |
Dungeon Overdose In-game content art | マップチップの一部でAIによる画像生成の素材を加工し使用。 | SHIGEFUSA.WORKS | - | Mar 18, 2026 | |
Mazestalker Store/marketing art | AI was used to assist in generating marketing materials. The game itself contains no AI generated content. | Florian-Silvester Kraner | - | Mar 18, 2026 | |
Nightmare Crew In-game content art | Ai used for concept art and for some store page images | Lucas Brouwers | - | Mar 18, 2026 | |
The Greys: Human Abductions In-game content artaudio | AI was use for generating pictures of aliens, family and voice over for audio/VHS tapes. | Branislav Banik | 11 | Mar 18, 2026 | |
The Well: Episode 1 In-game content art | Throughout the development of our game, we may leverage AI-based tools to assist our team in content creation. Please rest assured that what you see in the game reflects the creativity and hard work of our team. Examples may include pictures and/or posters used in some of our environments. | Zettanium | - | Mar 18, 2026 | |
GENERAL IDLER In-game content art | We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game. | Istikan Studio | - | Mar 18, 2026 | |
Three Kingdoms Shelter In-game content art | This game uses minimal amount of Ai generated images from paid accounts and other sources. | McCay Games | - | Mar 18, 2026 | |
Doge Head Attack In-game content art | This game is 99% created by real people, the background of level 2 and level 3 were created with AI. | YonathanDHC | - | Mar 18, 2026 | |
Veil Transfer Live AI text | The game utilizes AI to generate human personalities and dialogue for you to interrogate and pick apart when making your decision to execute or release. | Daniel Graves | 99 | Mar 18, 2026 | |
Airborne Justice In-game content art | We utilized AI tools to generate internal references for composition and framing. These outputs were then used as a base to manually create handcrafted pixel art assets, ensuring all final in-game visuals follow our custom palettes and artistic standards. | SEEP | 12 | Mar 18, 2026 | |
Zly.ii: The Hacked Station In-game content audio | Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary. | Simon Says: Play! | - | Mar 18, 2026 | |
Graphical Siege Store/marketing art | AI was only use to generate the game's cover art | ZEYONN | - | Mar 18, 2026 | |
The Exit of Nightmare In-game content art | Promotional artwork for the game store page as well as game icon | ZHANG FAN | 16 | Mar 18, 2026 | |
Sime Is Back 3D Old School In-game content artcode | AI played a key role in the development of this game, enhancing both the creative and technical aspects. From generating detailed textures to assisting in the creation of 3D models, AI helped bring the game world to life with greater efficiency and precision. Additionally, AI contributed to coding and the creation of promotional materials, ensuring a high-quality experience both in-game and on the store page. | Grande Spallone Games | 12 | Mar 18, 2026 | |
TUONELA In-game content art | We use pre-rendered AI content. Loading screens and UI elements are done with AI. | Icy North Games | - | Mar 18, 2026 | |
Spirit School Days In-game content art | Our game does not contain any content directly generated by AI (AI usage is around 10-20% of the total workload).
Some character art and some scenes were inspired by AI designs.
It's undeniable that AI is an excellent auxiliary tool. Its handling of color, light, and shape is indeed superior to what an artist can achieve on their own. (This is also due to cost considerations. Currently, independent game teams are struggling to survive, and our vision is to continuously produce more high-quality works.)
In terms of character art design, AI's performance in certain aspects surpasses our own capabilities, so we are considering using AI as an aid in the creation of our early works. We hope for your continued support so that we can reduce or even eliminate the use of AI in the future and continue to create more works.
Every character illustration and scene in the game requires a significant amount of time to create and modify | HaCoLoYi | - | Mar 18, 2026 | |
Apartment 606 In-game content audio | The radio show was generated by AI voice technology. | Studio Vorago Inc. | - | Mar 18, 2026 | |
Brickade In-game content art | Some art assets were created using AI image generation | Sturmjager Studios | - | Mar 18, 2026 | |
Millennium Whisper Live AI text | NO AI WAS USED IN THE CREATION OF ANY ART ASSETS, MUSIC OR WRITING. AI IS ONLY USED FOR CHARACTER INTERACTIONS AND MECHANICS.
Built with Llama
All AI models are run on the user's machine using their GPU. No data usage is sent to us and the game can be played offline.
The AI is character-based. Each character has their own model and will respond and react to player interaction in a specific way, each providing a unique challenge. As the player progresses through the year in Millennium Whisper, they will build relationships with the characters as all interactions are fed to the models and the characters rate their affection levels towards the player. The challenge comes from the player needing to juggle their social relationship with all the characters at once as characters have the ability to communicate with eachother by spreading rumours thereby allowing neglected characters to sabotage the player's relationship with other characters. The characters will also accept or reject date invites from the player or author their own date invitations. At the end of the game the AIs evaluates which character the player ends up with. | Parable Studios | 74 | Mar 18, 2026 | |
Mononc's Adventures In-game content textart | AI was used during development to do spelling correction, translation and to generate some elements of scenery. | Mononc Pirate | - | Mar 18, 2026 | |
Princess Trouble Store/marketing art | Banners for the store page were generated using AI. | RedBrickStone Games | - | Mar 18, 2026 | |
Monsterium In-game content art | Pre-generated AI content present in the store page capsule images as well as the in game main menu | RedBrickStone Games | - | Mar 18, 2026 | |
REDSTREAM In-game content art | AI tools were used to generate select artwork, including concept images, a few decorative assets, and a few censored fictional photographs as some Voicelines and Screams. Some of these depict intentionally exaggerated or eccentric characters that would have been impractical—or impossible—to stage with real models. All AI-generated assets were manually reviewed and edited before inclusion. No AI content is generated dynamically during gameplay. | VirtualVillain | - | Mar 18, 2026 | |
Time of War - Airstrike Store/marketing | Promotional video was partially created using Microsoft ClipChamp. No other use of AI | Complex Games Studio | - | Mar 18, 2026 | |
White Bridge Store/marketing art | AI was specifically used for the cover artwork of this game. That is the only AI used. | Wolfs Moon Studios | 37 | Mar 18, 2026 | |
Pawnshop 90s In-game content | We used artificial intelligence to prepare several assets for the game. | RockGame S.A. | - | Mar 18, 2026 | |
ECHO OF FEAR: Vol.1 Night Visit Store/marketing art | We used neural networks to create illustrations for the store. After generation, the work was refined in photo editor. | DEVA | - | Mar 18, 2026 | |
拯救日记 In-game content art | In order to enhance the visual effects and content diversity of the game, we have used AI generated art materials in some map scenes and monster designs. All AI generated materials have been carefully adjusted and optimized to ensure they are consistent with the overall style of the game. | 衢州万境互娱网络科技有限公司 | - | Mar 18, 2026 | |
Tower Maze Defense Store/marketing art | We only used AI to generate Assets for the store page. The game itself doesn't use any AI generated content. | Julian Salama | - | Mar 18, 2026 | |
The Midnight Bus In-game content audio | Only to convert text to voices. | itandfeel | 86 | Mar 18, 2026 | |
Zugnaex Store/marketing art | The logo and title images used AI-generated content as reference. | Twisted Words | 10 | Mar 18, 2026 | |
Unplayable In-game content art | Menu elements such as backgrounds contain art generated with tools using Artificial Intelligence. | Radar | 14 | Mar 18, 2026 | |
Aetheria: Whispers of the Forest Moon In-game content art | Some backgrounds were made using AI. | Skymachine | - | Mar 18, 2026 | |
Super M Sweeper Store/marketing art | The background image is generated using AI | 听金宗骨 | - | Mar 18, 2026 | |
7月14 In-game content art | Some characters are generated using AI. | Special Game Studio | - | Mar 18, 2026 | |
Good Kitsune In-game content art | Some backgrounds and Boss Designs were built using AI | Skymachine LLC | - | Mar 18, 2026 | |
Xeno Rangers Store/marketing art | Xeno Rangers uses AI to help generate interface image details as well as community / promotional material. The AI uses our own 3D models as reference to generate from and uses realistic photographic styling as to not infringe on any works. | 9000 Legends | - | Mar 18, 2026 | |
Capybara Fighters! Store/marketing art | Only the character art in the logo was generated by AI.
Even the logo title text, I created myself in Photoshop.
I created all the characters in Aseprite, without AI.
I scripted the game, designed, and built it myself, and leveraged asset packs. | Dillon Sun | - | Mar 18, 2026 | |
Path of Hero. Story of Dartes Store/marketing art | We used AI to generate images when designing the page in steam and some backgrounds | ZTS studio | - | Mar 18, 2026 | |
RantCPU Clickbait general | Hey folks, RantCPU here with a little update on RantCPU's ClickBait! We're all about parodying AI tech, and we’re taking it very seriously. To save on those sky-high computing costs, I've roped in some human "assistants" and forced them to handle most of the heavy lifting. So, while some minor assets might get a touch of AI magic, the main game goodies, including all my cards, are human-made and ethically sourced. Apologies in advance for any slip-ups—unlike my flawless AI brilliance, humans are bound to mess up now and then. Enjoy the game and embrace the chaos! | Liithos | 51 | Mar 18, 2026 | |
Meh Unclear | Some assets from Meh have been generated by AI | samuel crevier | 218 | Mar 18, 2026 |