It was used for the artworks of the characters and the capsule background.
- Creator
- Anima Games
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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It was used for the artworks of the characters and the capsule background.
It was used for the artworks of the characters.
Some cutscenes and the game title are AI-generated images.
AI生成部分代码,AI生成部分剧情文本内容
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
本游戏的代码和图像存在由AI生成的情况
None
AI Disclosure All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar. KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
The core character designs are created manually, but I use AI to refine details and backgrounds. AI is not used to directly generate any in-game content during gameplay. The game’s translation was also done with the help of AI.
Steam Graphical Assets Item Names & Descriptions
AI was used to generate some character portraits and interface visuals in the game. Most of the assets are AI free.
2D assets, and sound
All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools.
This game features only a single illustration, which serves as the menu background and was created using AI-generated image content.
ai created images in the game and the all images created by ai
Some of the textures used in the UI and images were generated by AI.
In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process.
Small Number of small items/meshes and Images were generated by AI.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.
Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music. TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed.
游戏内的部分背景音乐采用AI生成,部分物品/技能简介采用AI生成,本地化采用AI翻译。
This game does not generate content during gameplay. AI was used only to create title and logo art.
I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI.
AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality
Character illustrations and scene artworks are assisted by AI generation and then refined and optimized manually to create an atmosphere consistent with 1950s London.
在动画美术资源上使用了ai
We use AI to create RPG Maker plugins that adjust parts of the game engine to improve game experience.
游戏中的部分2D美术资产使用了AI生成
AI was used for some of the game's code and scarcely for grammar checking, making some dialog sound more natural and localization. No AI was used for any of the game's art, music or writing the overall narrative.
ONLY ! Some 2D arts, billboards, and adverts throughout the city are created by AI. It is also used for some of the voice actors.
AI is used to create, enhance, and upscale some images. AI voiceover is optional (default off).
This game utilizes AI tools to assist in the localization and translation of English text content.
AI helped me a lot when moving from GML to C#. The music in the Early Access version is also AI generated this is just a free-time hobby project and I mainly needed some semi ambient tracks to set the mood. Later on, I plan to purchase proper human made tracks before the full release. Towards the end of development I also used an AI plugin for Aseprite to speed up animating some of my own hand drawn sprites, but the very vast majority of the graphics was made by me, handcrafted, pixel by pixel.
This game includes limited use of generative AI during development. Generative AI was used in the creation of the game’s logo and certain background visuals, and was used to generate a small number of sound effects. Additional audio assets were sourced from third-party asset stores and integrated into the project in accordance with their licenses. All remaining content, including gameplay design, implementation, art, and systems, was created directly by the developer. No generative AI is used during gameplay and it does not affect the player experience.
Some items and backgrounds in the game were generated by AI and then processed again.
Some icons in the game are generated using AI.
AI was used to generate some of the voices in the game and some of the images seen in the game.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
The HUD icons are currently AI-generated placeholders. They will be replaced with hand-drawn icons a bit later (once I find a good UI artist).
We used generative-AI tools (e.g., ChatGPT/OpenAI image generation and PlaygroundAI) to create some pre-rendered 2D art such as backgrounds, character illustrations, and other ingame asset images. No live AI or code generation occurs during gameplay, and players do not provide prompts. All outputs were human reviewed and edited, and created under licenses permitting commercial use; we avoid copyrighted characters and real-person likenesses.
This game uses AI to create a dynamic relationship simulation. The AI remembers your past conversations, adapts to your choices, and generates natural dialogue in real time. The character can start conversations, send you messages, and react emotionally based on your actions, creating a unique bond that evolves over time. Players provide their own API key to enable AI features.
The images on the store page are generated by artificial intelligence, but no such images are included in the game.
Some pictures are AI-generated.
Some UI icons were created using AI. The English, French, and Russian localizations were made by human translators; all other localizations were made with AI.
AI used in the production of some art and music.
The game utilizes AI-generated programming, character sprites, and CGs.
Some characters, scenes, and icons are generated using AI
Some images and text were generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Wayfarer's Oath Store/marketing art | It was used for the artworks of the characters and the capsule background. | Anima Games | - | Mar 18, 2026 | |
The Earthen Reign In-game content art | It was used for the artworks of the characters. | Crow's Perch | - | Mar 18, 2026 | |
The Girl In White In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
文字九州修仙 In-game content codetext | AI生成部分代码,AI生成部分剧情文本内容 | 刀霜工作室 | - | Mar 18, 2026 | |
Libra Apocrypha In-game content art | Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs. | False Ibis Interactive | - | Mar 18, 2026 | |
侠见五十年 In-game content artcode | 本游戏的代码和图像存在由AI生成的情况 | 楚狂 | - | Mar 18, 2026 | |
Quietus Euphony | None | Elias Sheridan | - | Mar 18, 2026 | |
KAIBIL In-game content audioart | AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT | Salazar Productions | - | Mar 18, 2026 | |
Max’s Adventures: Christmas Edition In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | J Indie Games | - | Mar 18, 2026 | |
Beneath their Names In-game content arttext | The core character designs are created manually, but I use AI to refine details and backgrounds. AI is not used to directly generate any in-game content during gameplay. The game’s translation was also done with the help of AI. | Owl's Howls | - | Mar 18, 2026 | |
Caravan Tactics: For Gold & Glory general | Steam Graphical Assets
Item Names & Descriptions | UnlikeGames | - | Mar 18, 2026 | |
Children´s Fear In-game content art | AI was used to generate some character portraits and interface visuals in the game.
Most of the assets are AI free. | Bloody Gameworks | - | Mar 18, 2026 | |
Remi In-game content artaudio | 2D assets, and sound | Devichi | - | Mar 18, 2026 | |
Raiderheim In-game content art | All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools. | Digital Crow Tree | - | Mar 18, 2026 | |
Aakihiko Aruberutasu Adisony Apurinsu Azumeragi - Ahikoaexperiment Asatu In-game content art | This game features only a single illustration, which serves as the menu background and was created using AI-generated image content. | Aakihiko Aadizon Prince | - | Mar 18, 2026 | |
ThroneBreaker : Iron Crown In-game content art | ai created images in the game and the all images created by ai | Kingdoms Games | - | Mar 18, 2026 | |
The DeadLine In-game content art | Some of the textures used in the UI and images were generated by AI. | FiveFingers | - | Mar 18, 2026 | |
Squad Zero Dev only art | In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process. | Code Bard | - | Mar 18, 2026 | |
Rise of the Khan In-game content art | Small Number of small items/meshes and Images were generated by AI. | Stinky Poo Entertainment | - | Mar 18, 2026 | |
Mage Escape 2000 Dev only | During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project. | Frank Rodger Ivan Tom Tom Zebra | - | Mar 18, 2026 | |
UNDERDEEP In-game content arttext | Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future. | UNDERDEEP | - | Mar 18, 2026 | |
Chronosmith's Saga In-game content artaudio | Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music.
TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed. | TempusForge Studio | - | Mar 18, 2026 | |
剑与魔法:最后的光辉 In-game content audiotext | 游戏内的部分背景音乐采用AI生成,部分物品/技能简介采用AI生成,本地化采用AI翻译。 | Brother Game Studio | - | Mar 18, 2026 | |
Hollow Ascent Store/marketing art | This game does not generate content during gameplay. AI was used only to create title and logo art. | Hollow Square | - | Mar 18, 2026 | |
The 5th Realm Store/marketing arttextcode | I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI. | Shawn Payne | - | Mar 18, 2026 | |
MythBeasts In-game content art | AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality | freshfocusgames | - | Mar 18, 2026 | |
黑雾档案-海格特西街47号 In-game content art | Character illustrations and scene artworks are assisted by AI generation and then refined and optimized manually to create an atmosphere consistent with 1950s London. | BlackFog Studio | - | Mar 18, 2026 | |
立冬 LI Dong In-game content art | 在动画美术资源上使用了ai | LIDONG | - | Mar 18, 2026 | |
Demon World: Raya's Way of Life Dev only code | We use AI to create RPG Maker plugins that adjust parts of the game engine to improve game experience. | DG Productions | - | Mar 18, 2026 | |
宠物放置 In-game content art | 游戏中的部分2D美术资产使用了AI生成 | 唐吉诃德 | - | Mar 18, 2026 | |
Townslife In-game content codetext | AI was used for some of the game's code and scarcely for grammar checking, making some dialog sound more natural and localization. No AI was used for any of the game's art, music or writing the overall narrative. | bartek1009 | - | Mar 18, 2026 | |
BABYLON 3013 In-game content artaudio | ONLY ! Some 2D arts, billboards, and adverts throughout the city are created by AI.
It is also used for some of the voice actors. | Firewall Enigma | - | Mar 18, 2026 | |
Eternal Dreams In-game content artaudio | AI is used to create, enhance, and upscale some images.
AI voiceover is optional (default off). | Playmage | - | Mar 18, 2026 | |
白乌鸦堡LOOP In-game content text | This game utilizes AI tools to assist in the localization and translation of English text content. | Alpacat | - | Mar 18, 2026 | |
Shadows Of Thornkeep In-game content audioart | AI helped me a lot when moving from GML to C#. The music in the Early Access version is also AI generated this is just a free-time hobby project and I mainly needed some semi ambient tracks to set the mood. Later on, I plan to purchase proper human made tracks before the full release. Towards the end of development I also used an AI plugin for Aseprite to speed up animating some of my own hand drawn sprites, but the very vast majority of the graphics was made by me, handcrafted, pixel by pixel. | Tryzna83 | - | Mar 18, 2026 | |
Kriv Solas In-game content artaudio | This game includes limited use of generative AI during development.
Generative AI was used in the creation of the game’s logo and certain background visuals, and was used to generate a small number of sound effects.
Additional audio assets were sourced from third-party asset stores and integrated into the project in accordance with their licenses.
All remaining content, including gameplay design, implementation, art, and systems, was created directly by the developer.
No generative AI is used during gameplay and it does not affect the player experience. | Digiairy | - | Mar 18, 2026 | |
AFKandia - Epoch of Idle In-game content art | Some items and backgrounds in the game were generated by AI and then processed again. | Yang++ Game Studio | 61 | Mar 18, 2026 | |
宠物猎人:抓捕 In-game content art | Some icons in the game are generated using AI. | Guo Zilong | - | Mar 18, 2026 | |
Kingdom of Poland: 1410 In-game content audioart | AI was used to generate some of the voices in the game and some of the images seen in the game. | Prosuntal Games Studio | - | Mar 18, 2026 | |
Sabbatical In Merzouga In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
Melted Kingdoms In-game content art | The HUD icons are currently AI-generated placeholders. They will be replaced with hand-drawn icons a bit later (once I find a good UI artist). | Maze Team | - | Mar 18, 2026 | |
Dungeon & Rogue In-game content art | We used generative-AI tools (e.g., ChatGPT/OpenAI image generation and PlaygroundAI) to create some pre-rendered 2D art such as backgrounds, character illustrations, and other ingame asset images. No live AI or code generation occurs during gameplay, and players do not provide prompts. All outputs were human reviewed and edited, and created under licenses permitting commercial use; we avoid copyrighted characters and real-person likenesses. | Meteor Games | - | Mar 18, 2026 | |
FuBuBu: AI Companion Live AI text | This game uses AI to create a dynamic relationship simulation. The AI remembers your past conversations, adapts to your choices, and generates natural dialogue in real time. The character can start conversations, send you messages, and react emotionally based on your actions, creating a unique bond that evolves over time. Players provide their own API key to enable AI features. | Huang, Hao-Yu | - | Mar 18, 2026 | |
Abyss Dungeon In-game content art | The images on the store page are generated by artificial intelligence, but no such images are included in the game. | MildAcidMale | - | Mar 18, 2026 | |
Soulmon Store/marketing art | Some pictures are AI-generated. | tryhard games studios | - | Mar 18, 2026 | |
ExoTrain In-game content arttext | Some UI icons were created using AI.
The English, French, and Russian localizations were made by human translators; all other localizations were made with AI. | Harpoon Games | 19 | Mar 18, 2026 | |
Ascend From Nine Mountains In-game content artaudio | AI used in the production of some art and music. | Nine Ascension Studios | 288 | Mar 18, 2026 | |
天空之塔 In-game content codeart | The game utilizes AI-generated programming, character sprites, and CGs. | 懶爪遊戲 | - | Mar 18, 2026 | |
我修仙了:都市 In-game content art | Some characters, scenes, and icons are generated using AI | 修仙大拿 | - | Mar 18, 2026 | |
星湾 Unclear arttext | Some images and text were generated by AI. | Cfyz | - | Mar 18, 2026 |