players can chat with in-game characters about the world, the characters and quests they are on.
- Creator
- SyKeep AI
- Reviews
- -
- Added
- Mar 18, 2026
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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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players can chat with in-game characters about the world, the characters and quests they are on.
AI has been used to create pre-rendered imagery used in loading screens and store pages
AI tools were used to support the development process of X Burger: Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI. Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools. Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision.
Conversion from Japanese to foreign words and generation of terms suitable for games Generating concept images Generating icon images
Some code and artwork was ai generated
I use the service to generate artificial intelligence voices for characters. The voice generation process does not occur in real-time, but rather beforehand, allowing me to test and evaluate the content before using it in the game. Additionally, I implement appropriate preventive measures to ensure that the generated content is suitable and compliant with legal requirements and Steam standards
The game uses AI-generated music for the in-game radio and AI-created images for posters and billboards.
Some of the pictures of entities were created with AI from OpenAI.ai. Some were sourced from non-AI copyright-free sites like Pexels.com
Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch.
Some of the images in the game are generated by AI
The Images used in this game are self created with the KI generating service from Gencraft. (all rights reserved, gencraft.com/terms)
Our game is about shooting movies. We also allow players to create their own movies, including having characters say the lines of the movie script. Players can write dialogue and generate audio. The 3D animated characters act out the script.
We used AI to design the capsules featured on the game's store page.
We use AI-assisted gendered voices using a voice sampler, not cloning voices of real people. We rely on Eleven Labs and Replica Studios.
We are using artist assisted AI. In that the artist draws and designs the characters and than the AI will help to polish and clean up the drawing up. That enables us to have a fast turnaround for many characters.
We use DALL E 2 in our project to generate item icons. DALL E 2 is not subject to copyright.
AI assets created with self-created characters are included in the photo. Photo made by Midjourney.
The Maze on the Cover was generated with A.I.
This game includes some AI-generated images.
We make use of some generative AI modeled on images produced directly by our company.
The game uses backgrounds (and a handful of characters) that were made using images generated from a Public Domain scraped data set. The background images have been altered very little but the character images are used as a basis and edited in a powerful editing suite called Microsoft Paint.
Character portraits were made using AI. The two paintings in the main menu in the background are also AI generated. Intro movie contains AI images.
The intro video was created by reprocessing AI-generated footage. 30% of the English and Chinese translations, excluding Korean, were generated by AI. Other languages were mostly translated by AI.
There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content.
Character voice acting contains AI voice.
Image generation is used for in-game elements such as posters
Some minor details were created using AI image generation
Placeholder loading screens and some in-game materials were made with AI assistance.
Some audio and music have been generated by IA.
Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision. No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team. AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player.
I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me.
DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game.
FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected. The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power.
Texture of some paintings in the environments is AI generated.
Midnight Margo features photo collage style graphics, made up of photographs, digital painting and AI-generated textures.
- Part of our English voice cast is created by using AI to modify the live actors' voices. - Several of our in-game Radio stations feature music generated with AI .
Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made.
UPDATE: over 90% of the AI-generated content was removed! Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make. Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic. For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human.
Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs.
Some artwork was made using ai
The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software. That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us.
Generating inventory items icons using AI during prototyping stage for the game
Visual Assets: Some static assets, such as enemy hit reactions, were initially generated with AI-based tools and then edited by hand.
Main characters are hand-drawn. AI was used for some backgrounds, poses, and a few music tracks, which were later refined.
Image generation used for the store page only
Store capsule art was assisted with generative AI.
We used stable diffusion to create in-game wall posters
Achivment icon generated
We use AI to create some concept arts for the game used in some backgrounds
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Solse AI-Quest Live AI text | players can chat with in-game characters about the world, the characters and quests they are on. | SyKeep AI | - | Mar 18, 2026 | |
Red Riddles Store/marketing art | AI has been used to create pre-rendered imagery used in loading screens and store pages | Wacky Wizard Studios | - | Mar 18, 2026 | |
X Burger In-game content artaudio | AI tools were used to support the development process of X Burger:
Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI.
Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools.
Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision. | Midnight Fork | - | Mar 18, 2026 | |
Sauna of the DEAD In-game content arttext | Conversion from Japanese to foreign words and generation of terms suitable for games
Generating concept images
Generating icon images | Finger tip | 35 | Mar 18, 2026 | |
ZomBay In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | 23 | Mar 18, 2026 | |
Whispering Lane In-game content audio | I use the service to generate artificial intelligence voices for characters. The voice generation process does not occur in real-time, but rather beforehand, allowing me to test and evaluate the content before using it in the game. Additionally, I implement appropriate preventive measures to ensure that the generated content is suitable and compliant with legal requirements and Steam standards | Airem | 91 | Mar 18, 2026 | |
I Want to Believe In-game content audioart | The game uses AI-generated music for the in-game radio and AI-created images for posters and billboards. | Fang's Lab | 43 | Mar 18, 2026 | |
The Lancaster Leak - Entity Exam In-game content art | Some of the pictures of entities were created with AI from OpenAI.ai. Some were sourced from non-AI copyright-free sites like Pexels.com | Jeremy Fischer | 509 | Mar 18, 2026 | |
Inferni: Hope & Fear In-game content art | Some of our artwork is placeholder AI. We have decided to use AI art to allow us to quickly test cards and features that are rapidly changing. We consider AI art as a development tool and not as a substitute for talented artists. We respect the concerns the community has about the use of AI artwork and plan to remove all AI art from the game as cards and features become locked. This means AI art will be removed iteratively during Early Access, with Village Studio committed to it being completely removed by full launch. | Village Studio | - | Mar 18, 2026 | |
开局抽取超级天赋 In-game content art | Some of the images in the game are generated by AI | 清回 | 25 | Mar 18, 2026 | |
OG Puzzlers: Synthwave Cars In-game content art | The Images used in this game are self created with the KI generating service from Gencraft.
(all rights reserved, gencraft.com/terms) | Schwan OG | - | Mar 18, 2026 | |
Movies Tycoon Live AI audiotext | Our game is about shooting movies. We also allow players to create their own movies, including having characters say the lines of the movie script. Players can write dialogue and generate audio. The 3D animated characters act out the script. | PixelCraze s.r.o. | 499 | Mar 18, 2026 | |
Luxury Store Simulator Store/marketing art | We used AI to design the capsules featured on the game's store page. | OBUR Games | - | Mar 18, 2026 | |
Crime: 1997 In-game content audio | We use AI-assisted gendered voices using a voice sampler, not cloning voices of real people. We rely on Eleven Labs and Replica Studios. | Bad Guys Games | - | Mar 18, 2026 | |
Himiko's Journey In-game content art | We are using artist assisted AI. In that the artist draws and designs the characters and than the AI will help to polish and clean up the drawing up. That enables us to have a fast turnaround for many characters. | Neon Notes Studio | - | Mar 18, 2026 | |
Don't Shout Together In-game content art | We use DALL E 2 in our project to generate item icons. DALL E 2 is not subject to copyright. | SinisterGames | 470 | Mar 18, 2026 | |
LetMeOut Store/marketing art | AI assets created with self-created characters are included in the photo.
Photo made by Midjourney. | Eojin Kim | - | Mar 18, 2026 | |
The Alchemist's Apprentice in the Maze of Madness Store/marketing art | The Maze on the Cover was generated with A.I. | ERMedia | - | Mar 18, 2026 | |
Tile Slider Unclear art | This game includes some AI-generated images. | Orbital | - | Mar 18, 2026 | |
Outbreak The Fedora Files: What Lydia Knows Unclear art | We make use of some generative AI modeled on images produced directly by our company. | Dead Drop Studios LLC | - | Mar 18, 2026 | |
Brownie's Adventure In-game content art | The game uses backgrounds (and a handful of characters) that were made using images generated from a Public Domain scraped data set. The background images have been altered very little but the character images are used as a basis and edited in a powerful editing suite called Microsoft Paint. | Beardy Ramblin Games | 20 | Mar 18, 2026 | |
Orb Of The Watcher In-game content art | Character portraits were made using AI.
The two paintings in the main menu in the background are also AI generated.
Intro movie contains AI images. | 40 Pound Tiger Studios | - | Mar 18, 2026 | |
Private Military Manager: Tactical Auto Battler Store/marketing textart | The intro video was created by reprocessing AI-generated footage.
30% of the English and Chinese translations, excluding Korean, were generated by AI.
Other languages were mostly translated by AI. | 5minlab Corp. | 284 | Mar 18, 2026 | |
Within the Unknown general | There is no AI generated content in this game. All artwork and scenes were made by me or asset creators on the marketplace without the use of AI generated content. | Charles Margroff | - | Mar 18, 2026 | |
Finding Anastasia In-game content audio | Character voice acting contains AI voice. | AK Studio | 40 | Mar 18, 2026 | |
MERROR In-game content art | Image generation is used for in-game elements such as posters | TAMAGOSHA | 35 | Mar 18, 2026 | |
Pine Harbor Unclear art | Some minor details were created using AI image generation | Vision Forge Team | 492 | Mar 18, 2026 | |
Wreckage In-game content art | Placeholder loading screens and some in-game materials were made with AI assistance. | Jupiter Lighthouse Games | - | Mar 18, 2026 | |
Deep Loop In-game content audio | Some audio and music have been generated by IA. | Spurna Games | - | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Asteroid King In-game content art | I used it to help with images in the game. No code was used or music creation. All code and concepts of the art direction was by me. | John J Nowicki | - | Mar 18, 2026 | |
Sweet Science – The Girls of Silversee Castle In-game content artaudiotext | DeepL has been used as a tool for aiding the translations, AI has been used for image generation (a complete list can be found in-game), a single song is AI-generated song (can you spot it? ;) It has been exclusively added for the Steam release. In a recent update, we also added optional AI-background music for a part of the game. | TBF | 43 | Mar 18, 2026 | |
FACEMINER In-game content art | FACEMINER is a concept-driven game that directly engages with the ethics of AI. For thematic purposes, the game features faces which have been generated by a GAN (Generative Adversarial Network) trained on the FFHQ dataset, a research dataset released by NVIDIA that is the backbone of many real-world facial recognition applications. Per NVIDIA, only images under permissive licenses were collected.
The 'AI training' in this game is fictional and has been simulated for entertainment purposes. The game can be interpreted as a critique of AI specifically relating to the ecological impact of mass data hoarding, surveillance concerns, and way it is used to compound corporate power. | Wristwork | 1.5k | Mar 18, 2026 | |
The Mute House In-game content art | Texture of some paintings in the environments is AI generated. | December Blues Games | 284 | Mar 18, 2026 | |
Midnight Margo In-game content art | Midnight Margo features photo collage style graphics, made up of photographs, digital painting and AI-generated textures. | Faravid Interactive | 16 | Mar 18, 2026 | |
Vivat Slovakia In-game content audio | - Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI . | Team Vivat | 789 | Mar 18, 2026 | |
Borrowhelen In-game content audio | Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made. | 4-Cube Games | 18 | Mar 18, 2026 | |
The Classrooms In-game content artaudio | UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time. | Xefier Games | 1.7k | Mar 18, 2026 | |
A SIMPLE REQUEST Store/marketing art | Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human. | Michael Derek | 14 | Mar 18, 2026 | |
Bolt Bot Screwy Viruses In-game content art | Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs. | Dream Safe | 16 | Mar 18, 2026 | |
Rally 9000 In-game content art | Some artwork was made using ai | Tegridy Made Games | - | Mar 18, 2026 | |
Wild Radio Flux In-game content art | The game introduction has some character sprites that we re-painted with the help of AI. We created those characters with a painting software, then we improved them with an AI software, and then manually re-touched them again with a painting software.
That was an experimental approach. The entire game instead, has been fully manually designed, crafted and drawn by us. | K Storm Studio Ltd | - | Mar 18, 2026 | |
Paragrowth In-game content art | Generating inventory items icons using AI during prototyping stage for the game | Fimpossible Creations | - | Mar 18, 2026 | |
Katana Punk In-game content art | Visual Assets: Some static assets, such as enemy hit reactions, were initially generated with AI-based tools and then edited by hand. | COOL AS HECK GAMES | - | Mar 18, 2026 | |
Scottside In-game content artaudio | Main characters are hand-drawn. AI was used for some backgrounds, poses, and a few music tracks, which were later refined. | Plotline Games | 103 | Mar 18, 2026 | |
Nemesis - FDT Store/marketing art | Image generation used for the store page only | Ismylife | - | Mar 18, 2026 | |
Dread Store/marketing art | Store capsule art was assisted with generative AI. | WeSummonDemons! | - | Mar 18, 2026 | |
Симулятор Русской Зимы In-game content art | We used stable diffusion to create in-game wall posters | Dobry Snegovik Studio | 19 | Mar 18, 2026 | |
FizzQuiz In-game content art | Achivment icon generated | Moon | 19 | Mar 18, 2026 | |
Heistfest In-game content art | We use AI to create some concept arts for the game used in some backgrounds | Amilcar Technologies | - | Mar 18, 2026 |