Some graphics in this game were created using generative AI.
- Creator
- gamehell.net
- Reviews
- -
- Added
- May 23, 2026
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Some graphics in this game were created using generative AI.
AI was used to create the Steam title image.
This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated.
AI is used very rarely, but extensively, both for the game's Steam page and for generating assets (models, textures, etc.)
Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including: - Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions. - Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth. - Seedling Responses: AI-driven replies to messages that players send to their Seedlings.
I'm not an artist so most of the visuals were AI generated, but edited by me.
Generative AI was used to create or assist with UI elements, image assets, 3D model-related visual assets, and BGM.
Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT.
At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game.
Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay.
This game uses AI tools to generate part of the game’s art assets, sound effects, and promotional materials. All AI-generated content has been manually adjusted and polished by the developer to ensure quality and compliance. The AI does not generate real-time interactive content or collect user data.
We use AI for some coding and translation tasks.
AI was used to resize the background skies that were obtained from markets.
English and Italian localization have been handled internally by our team. All other currently available languages, such as Simplified Chinese, Spanish, Brazilian Portuguese, German, Japanese, Russian, and French, are temporarily supported through AI-assisted translation. These translations are placeholder versions and will be gradually replaced with finalized localizations leading up to the 1.0 release of the game. No AI-generated content has been used for any other aspect of development, including coding, art, music, or 3D modeling.
AI was used to generate concept art and to generate voices for all characters.
This game uses generative artificial intelligence in the game models and textures.
AI was used to help with localizing texts and voice lines.
AI was used for Japanese translations and character voice lines (powerup words).
We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description.
Using AI for thumbnail and logo.
We used AI to create initial translations, which were then reviewed and refined by a human editor.
We utilized Generative AI as an assistive tool during our development process. Some 2D art assets in the game were built upon AI-generated base concepts, which were subsequently heavily repainted and modified by our human art team to perfectly match the game's unique visual style. Additionally, AI tools were used to assist with the initial localization and translation for non-Chinese languages.
The creation of capsule and store visuals was assisted by artificial intelligence.
AI is used partially for the capsule art of the game
PhotoGuesser uses generative AI to assist in creating some pre-rendered audio content, such as sound effects and music used in the game. All AI-assisted audio content is reviewed, selected, and integrated by the developer before being included. The game does not use live generative AI during gameplay, and player input is not sent to any generative AI service.
The base for some of the backgrounds is drawn using AI, then processed by an artist
The main menu page is generated by ai
AI-powered translation tools were used for assistance in translation to English. Couple of in-game textures were created with assistance of AI tools too.
Used for initial art generation. All art was processed and refined manually in photo editing tools. Also used for some of the Japanese localization
AI assisted tools were used solely for localization and translation of game text and will be replaced by human translations as soon as I am able to afford it. No gameplay systems, visual assets, audio, or runtime content are generated using AI
AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game.
The VTuber characters involved in the game were pre-created through the generative artificial intelligence tool MidJourney, entirely by the developers using pure text prompts, without deriving from an "upgrade" or "modification" of anyone else's work.
Logo Generation
Generated decal of insanity markings on the wall with ai.
Generative AI tools were used to assist with localization, translation, and editing of certain in-game content, as well as some store page content. All AI-assisted content was carefully reviewed and finalized by the development team to ensure quality and accuracy. No generative AI is used during gameplay.
Voice dialogues in the game are generated by AI.
AI tools are used to assist with marketing materials, marketing copy, and in-game localization.
Several bugs have been fixed and visual improvements have been implemented.
We use AI to generate drafts of some game art assets, which then are polished/finalized by human illustrators.
This game contains certain images and sounds that were generated with the use of AI.
Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there.
review some code and some ideation
Generative AI was used in some localization and sound effects.
Tears of Adria was created by a very small team. We used our resources to work with three talented artists. Most portraits along with some icons and images are AI-created. Voice lines are primarily performed by real voice actors, very few are generated and some are AI enhanced.
This game uses generative artificial intelligence to create some of its visual content, particularly the images shown in cutscenes. These AI-generated visuals help bring the story to life and allow for faster iteration and creative exploration. The cutscene images will be updated regularly as the technology improves and as the game's story evolves. This means you may notice changes in visual quality and storytelling over time, as we continue to refine and enhance the experience.
Several music tracks used AI tools during production. When possible I used historical paintings for reference in drawing pixel art for cards, but some card art used generated art for inspiration instead.
AI was used to translate the following languages: -Japanese -Russian -French -Portuguese
AI Disclosure: This game uses generative AI tools to assist in creating some of the music. All other content is handmade by the developer, and no AI is used during gameplay.
Some visual assets used in the store page and marketing materials may include AI-assisted elements. These assets are reviewed and modified by the development team to ensure quality and consistency with the game's art direction.
Our game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cat Climbing In-game content art | Some graphics in this game were created using generative AI. | gamehell.net | - | May 23, 2026 | |
Geriatric Tactics Store/marketing art | AI was used to create the Steam title image. | Alexandre Kharlamov | - | May 23, 2026 | |
诛心手术 In-game content textart | This game is adapted from an original short story written and owned by the developer. The story and all narrative content are original creative works with no AI-generated writing. The English script was produced with Claude's assistance to adapt the setting and dialogue style to small-town Ohio. Visual assets were generated using Seedance 2.0. Game code is built on Nova, an open-source visual novel framework, and is not AI-generated. | AutomaticGrasshopper | - | May 23, 2026 | |
Arcanatica In-game content art | AI is used very rarely, but extensively, both for the game's Steam page and for generating assets (models, textures, etc.) | SUDT Games | - | May 23, 2026 | |
SEED Live AI audiotext | Currently, we use AI to modify some of the character voices featured in the game. Additionally, we are planning to introduce several features that leverage Generative, including:
- Seedling Speech Bubbles: AI-generated dialogue for Seedlings to enhance their interactions.
- Seedling Thought Bubbles: AI-generated internal thoughts to give Seedlings more personality and depth.
- Seedling Responses: AI-driven replies to messages that players send to their Seedlings. | Klang Games GmbH | - | May 23, 2026 | |
The Last Spin In-game content art | I'm not an artist so most of the visuals were AI generated, but edited by me. | Pack | - | May 23, 2026 | |
幻想郷大激突 : Touhou Impact In-game content artaudio | Generative AI was used to create or assist with UI elements, image assets, 3D model-related visual assets, and BGM. | Ppollong | - | May 23, 2026 | |
Alchemy Mastery In-game content arttext | Background and table graphics are generated in Stable Diffusion. Some request texts are generated in ChatGPT. | Jakub Chmiel | - | May 23, 2026 | |
Banana In-game content codetextart | At Banana we use AI to help us develop our game in code, translations and background elements. No live AI systems are used in-game. | Sky | 21.5k | May 23, 2026 | |
ARBO Arena Tactics Live AI text | Our game was hand-crafted with love, however we use newer AI technologies, limited to the Arena Tactics' Enhanced Auto Battler mode, to enable a feature whereby players can write plain-text instructions to inform the Computer/AI's realtime gameplay. | ReBlink | - | May 23, 2026 | |
Blackwater Town In-game content artaudio | This game uses AI tools to generate part of the game’s art assets, sound effects, and promotional materials. All AI-generated content has been manually adjusted and polished by the developer to ensure quality and compliance. The AI does not generate real-time interactive content or collect user data. | 小黑与鹿鹿 | - | May 23, 2026 | |
Virus Hunter In-game content codetext | We use AI for some coding and translation tasks. | Matsusoft | 11 | May 23, 2026 | |
Space Combat Dev only art | AI was used to resize the background skies that were obtained from markets. | cosmopage | - | May 23, 2026 | |
Panic Delivery In-game content text | English and Italian localization have been handled internally by our team. All other currently available languages, such as Simplified Chinese, Spanish, Brazilian Portuguese, German, Japanese, Russian, and French, are temporarily supported through AI-assisted translation.
These translations are placeholder versions and will be gradually replaced with finalized localizations leading up to the 1.0 release of the game.
No AI-generated content has been used for any other aspect of development, including coding, art, music, or 3D modeling. | Invader Studios | 50 | May 23, 2026 | |
Zомби Апокалипсис - Война Марка Фейгина In-game content artaudio | AI was used to generate concept art and to generate voices for all characters. | Zehn Bros Productions | - | May 23, 2026 | |
CatTag: Create In-game content art | This game uses generative artificial intelligence in the game models and textures. | Haha Studio | 12 | May 23, 2026 | |
Euro3v3 In-game content textaudio | AI was used to help with localizing texts and voice lines. | Epoch Games Palma | 304 | May 23, 2026 | |
I Got Isekai'd Into a Shmup In-game content textaudio | AI was used for Japanese translations and character voice lines (powerup words). | TOMAGameStudio | - | May 23, 2026 | |
边境山脉 In-game content art | We used AI to generate game icon, in-game start menu background and all promotional images (except for in-game screenshots) for the store page, including cover, banner, library cover, game icon, and character illustration in the description. | 独角仙工作室 | - | May 23, 2026 | |
TAKE A LOOK Store/marketing art | Using AI for thumbnail and logo. | AGENCY GAMES | - | May 23, 2026 | |
ワロタ、俺の家のとなり魔王城www In-game content text | We used AI to create initial translations, which were then reviewed and refined by a human editor. | One or Eight | - | May 23, 2026 | |
宝石勇者 In-game content arttext | We utilized Generative AI as an assistive tool during our development process. Some 2D art assets in the game were built upon AI-generated base concepts, which were subsequently heavily repainted and modified by our human art team to perfectly match the game's unique visual style. Additionally, AI tools were used to assist with the initial localization and translation for non-Chinese languages. | Blingame | - | May 23, 2026 | |
Kz Icon Center Store/marketing art | The creation of capsule and store visuals was assisted by artificial intelligence. | Kz Software | - | May 23, 2026 | |
Univoyager Store/marketing art | AI is used partially for the capsule art of the game | Damiano Vitulli | - | May 23, 2026 | |
PhotoGuessr In-game content audio | PhotoGuesser uses generative AI to assist in creating some pre-rendered audio content, such as sound effects and music used in the game. All AI-assisted audio content is reviewed, selected, and integrated by the developer before being included.
The game does not use live generative AI during gameplay, and player input is not sent to any generative AI service. | Studio Pakira | - | May 23, 2026 | |
Last Viking - Ragnarok Loop In-game content art | The base for some of the backgrounds is drawn using AI, then processed by an artist | AKPublish Pty Ltd | - | May 23, 2026 | |
洞天 In-game content text | The main menu page is generated by ai | Akashi game | - | May 23, 2026 | |
Escape From Styx In-game content textart | AI-powered translation tools were used for assistance in translation to English. Couple of in-game textures were created with assistance of AI tools too. | Konstantin Klimenko | - | May 23, 2026 | |
Driversion In-game content arttext | Used for initial art generation. All art was processed and refined manually in photo editing tools.
Also used for some of the Japanese localization | Goob Games | - | May 23, 2026 | |
Iron Hunters In-game content text | AI assisted tools were used solely for localization and translation of game text and will be replaced by human translations as soon as I am able to afford it. No gameplay systems, visual assets, audio, or runtime content are generated using AI | Sires | - | May 23, 2026 | |
삼국연의 : 한조재흥의 꿈 In-game content art | AI image generation tools were used to create the store page assets, the start screen, and the character portraits for this game. | Playnauts | - | May 23, 2026 | |
VTuber Manager In-game content art | The VTuber characters involved in the game were pre-created through the generative artificial intelligence tool MidJourney, entirely by the developers using pure text prompts, without deriving from an "upgrade" or "modification" of anyone else's work. | EineLitschi | - | May 23, 2026 | |
KING REX Store/marketing art | Logo Generation | indianastudio | - | May 23, 2026 | |
The Crimson Lyre In-game content art | Generated decal of insanity markings on the wall with ai. | Fleece Cardigan | - | May 23, 2026 | |
Balls Together In-game content text | Generative AI tools were used to assist with localization, translation, and editing of certain in-game content, as well as some store page content. All AI-assisted content was carefully reviewed and finalized by the development team to ensure quality and accuracy. No generative AI is used during gameplay. | INGAMEMECHANICS | - | May 23, 2026 | |
Project0 In-game content audio | Voice dialogues in the game are generated by AI. | Natural Frost | - | May 23, 2026 | |
Rated Sudoku In-game content text | AI tools are used to assist with marketing materials, marketing copy, and in-game localization. | Sand Games | 13 | May 23, 2026 | |
Global Transit Manager Dev only | Several bugs have been fixed and visual improvements have been implemented. | OBT Studios | - | May 23, 2026 | |
Big Ear Detective In-game content art | We use AI to generate drafts of some game art assets, which then are polished/finalized by human illustrators. | Fabula Improviso | - | May 23, 2026 | |
Let's Board In-game content artaudio | This game contains certain images and sounds that were generated with the use of AI. | RelativeFriend | - | May 23, 2026 | |
Downsizing In-game content art | Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there. | Severian | - | May 23, 2026 | |
Laila Dev only code | review some code and some ideation | KabreetGames | - | May 23, 2026 | |
Conge's Crunch Time In-game content textaudio | Generative AI was used in some localization and sound effects. | Joyful Jo | 19 | May 23, 2026 | |
Tears of Adria In-game content artaudio | Tears of Adria was created by a very small team.
We used our resources to work with three talented artists. Most portraits along with some icons and images are AI-created.
Voice lines are primarily performed by real voice actors, very few are generated and some are AI enhanced. | Ark Island Studio | 53 | May 23, 2026 | |
Starfend In-game content art | This game uses generative artificial intelligence to create some of its visual content, particularly the images shown in cutscenes. These AI-generated visuals help bring the story to life and allow for faster iteration and creative exploration.
The cutscene images will be updated regularly as the technology improves and as the game's story evolves. This means you may notice changes in visual quality and storytelling over time, as we continue to refine and enhance the experience. | Ranieri Silva | 10 | May 23, 2026 | |
Hexiv In-game content audioart | Several music tracks used AI tools during production. When possible I used historical paintings for reference in drawing pixel art for cards, but some card art used generated art for inspiration instead. | Graeme Little | - | May 23, 2026 | |
Cube Kingdoms In-game content text | AI was used to translate the following languages:
-Japanese
-Russian
-French
-Portuguese | GamingPugsStudios | 23 | May 23, 2026 | |
The graveyard duty fall of the last demon In-game content audio | AI Disclosure:
This game uses generative AI tools to assist in creating some of the music. All other content is handmade by the developer, and no AI is used during gameplay. | Faustina Mutamba | - | May 23, 2026 | |
Rise Of The General Store/marketing art | Some visual assets used in the store page and marketing materials may include AI-assisted elements. These assets are reviewed and modified by the development team to ensure quality and consistency with the game's art direction. | Nani Studios LLC | - | May 23, 2026 | |
Innsmouth 22 In-game content art | Our game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds. | Raven Novels | - | May 23, 2026 |