Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually.
- Creator
- Grim Page Studio
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,497 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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Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually.
Some cutscenes and the game title are AI-generated images.
Generative AI tools were used during development for early prototyping only. No AI-generated content ships in the game or is consumed by players, and no content is generated at runtime.
For the non-English versions of this game, we have used AI to generate the translations.
Store Page Capsule Images are highlighted using Artificial Intelligence.
AI assisted tools were used during development to help create some assets, all of which were reviewed and finalized by the developer. The game does not generate AI content during gameplay, and players cannot input prompts or create AI-generated material.
I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained. Specific usages of AI Art: Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet) Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping) The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading)
AI Assisted Human finished.
AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
Artificial intelligence was used to localize the store page and in-game text.
I use AI to help me for the traduction of steam page
The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions. Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer. To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer.
In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player: Reactive Dialogue: AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts. Art & Media Asset Generation: Outside of dialogue, AI is mainly used to create and vary game art assets, including: Character and illustration variants Backgrounds and visual effects Music and ambient soundscapes Sound effects Voice-over lines Short in-game videos / cutscenes All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools.
Pre-Generated AI was used for: - Background artwork - Character illustrations All AI-generated content was reviewed and edited by the developer. No Live-Generated AI is used in this game.
Some game assets and sounds were generated by AI.
Some AI-generated images are used in the game background.
AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made.
Partly AI Logo
I used AI for generating some images
Font and Translations
Asset created by AI included
During the development of "SHADOW MAZE Descent into Fear", AI tools were used in the following ways: 1. **Design & planning**: ChatGPT was used as a brainstorming assistant for game design ideas, mechanics, and narrative concepts. 2. **Visual concepts**: One initial store capsule image was generated using an AI image tool (Midjourney/DALL-E) during early prototyping. This image has since been replaced with original, human-created artwork and in-game screenshots. 3. **Code assistance**: ChatGPT provided examples and explanations for basic scripting and debugging. All AI-generated visual content has been removed from the final store page and game build. The current store assets are original or gameplay screenshots. No AI-generated content remains in the publicly available version of the game.
This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images.
AI in combination with image-editing software was used to produce the visual assets for the game.
I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue.
How Does It Work? The Human-Led Creative Process Players will start their game by participating in a time traveling Ritual. AI doesn't write our story; it writes a story within a world which our creative team has designed. The Ritual takes what you describe and the world we’ve built – its art, biomes, enemy types, magic systems and overarching lore – and turns it into gameplay that’s personal to you. These aren't AI suggestions; they are human-designed game mechanics and rules that AI must follow. During The Ritual, you describe your hero – their name, and how they look, plus curious nuggets about what they love, hate, are known for etc. When you describe your hero as "a punk rocker who fears spiders and loves the color red," our platform triggers a process and system instructions that work hand-in-hand with Gemini AI. We send your input along with our own carefully crafted guidelines that tell Gemini exactly how to evaluate content appropriateness. All storytelling is orchestrated by logic the engineering team designed, not AI deciding what happens next, alongside a story bible and character descriptions, creating assets, in real time, to craft your customized gaming experience. All character visuals are generated using a custom AI model (LoRA) trained exclusively on our own artwork. It understands how we draw faces, hairstyles, armour, and bodies – the rules, proportions, and style choices behind the art – rather than copying individual images or creating its own. This means when your character gets generated, it is not generic AI art; it is our artistic DNA interpreting your imagination. The result is a caricature of your hero, rendered in our visual language. Similarly, character abilities aren't randomly generated; they follow strict mathematical systems. When Gemini generates a Unique Spell, for example, the damage, archetype, name, colours, and parameters, come from us. While The Ritual could find anyone at all in the past, we’ve also implemented layers of safeguards to ensure only true heroes can be recruited to the war effort.
We use AI tools to generate initial character concepts and static base sprites. These generated images serve as a foundation and are subsequently manually edited, processed, rigged, and animated by hand using 2D animation software to create the final assets seen in the game.
Music generated using Udio
AI Was used to assist in coding, and the production of client and website graphics, music and SFX.
AI was used as a tool to assist with coding and text editing.
The game includes pre-generated AI-assisted assets. These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets. All AI-generated content is fixed and does not change during gameplay. No AI systems are used for real-time content generation or player interaction.
AI is used only on narratives.
We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running.
Generative AI was used during the development process as an assistant for writing code scripts and debugging. Additionally, AI tools were utilized to assist with the translation of in-game text for localization purposes. All AI-generated content has been reviewed and edited by the developers.
Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers
We use AI tools to support various parts of our development process: Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code. Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development. Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos. Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing.
We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code.
As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island. This includes: Assisting in the creation of certain UI elements Helping with coding learning and a small number of the sound effects Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects. All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation. No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated.
AI is used for 3d assets and some coding
This is an independently developed game. Generative AI tools are used as an auxiliary creative method in certain development processes, including art design and assisted code development. All AI-generated assets and code snippets have undergone original conceptualization by the developer, manual modification, detailed refinement, and strict review, ensuring that all content is legal and compliant, stylistically consistent, and does not infringe upon the intellectual property rights of any third party.
Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania.
the games does NOT use AI AI is used for the steam capsules only.
We use AI-generated images for cutscenes, standing illustrations, and action resources.
AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand.
This game's background music (BGM) and sound effects were created using generative artificial intelligence technology.
AI tools were used to assist in the creation of certain pre-rendered assets such as key art, promotional images, and some music. All AI-assisted content was reviewed, curated, and finalized manually. The game itself does not use AI during gameplay.
AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience.
This game has some AI-generated assets.
AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Island Of Ash In-game content artaudiotext | Artificial intelligence was used to create some interface icons, all voice acting (English and Russian), as well as for text translation. All other content was created manually. | Grim Page Studio | - | Mar 18, 2026 | |
The Lucky Stray Cat - 招财猫 - Mèo Chiêu Tài Store/marketing art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Ascension Trail Dev only | Generative AI tools were used during development for early prototyping only. No AI-generated content ships in the game or is consumed by players, and no content is generated at runtime. | Flying Brick Face Studio | - | 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 | |
Crimson Realms: Relics of the Forgotten World Store/marketing art | Store Page Capsule Images are highlighted using Artificial Intelligence. | Beyond Galaxy Interactive | - | Mar 18, 2026 | |
Cataclysmic Bite In-game content art | AI assisted tools were used during development to help create some assets, all of which were reviewed and finalized by the developer. The game does not generate AI content during gameplay, and players cannot input prompts or create AI-generated material. | Bryan Patrick Treyes | - | Mar 18, 2026 | |
What We Carry In-game content art | I am a solo indie developer with limited time and funds. I use AI art to help in places where my personal pixel art skills are lacking. Many/most all of these pieces get hand cleaned up by me to ensure overall aesthetics, feel, and theme are maintained.
Specific usages of AI Art:
Character/Armor Art - (The characters are the focal pieces of the game. I wanted them clean with the gritty overtones and proper shading. My art is not there yet)
Location Backgrounds - (The floor the character is seen walking on is largely created by AI with touch ups to ensure proper parallax looping)
The pixel art hands in the game's logo/title images - (I'm terrible with pixel art hands... something about the shading) | LuckXDesign Studio | - | Mar 18, 2026 | |
Project - Labyrinth | AI Assisted
Human finished. | DeepDarkStudios | - | Mar 18, 2026 | |
禁忌长生:低语修真 In-game content artaudio | AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget. | 逐梦工作室 | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
Dice Shaper In-game content text | I use AI to help me for the traduction of steam page | Black Frog Studio | - | Mar 18, 2026 | |
What A World In-game content codeaudioart | The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions.
Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer.
To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer. | Jesse Bensen | - | Mar 18, 2026 | |
Coffee Coffin Live AI artaudiotext | In Coffee Coffin, AI is used behind the scenes to enhance dialogue and audiovisual presentation for the player:
Reactive Dialogue:
AI is primarily used to generate real-time, context-aware dialogue lines between the player and in-game characters (wandering souls). These lines are created within fixed narrative frameworks and safety filters; players do not enter free-form prompts.
Art & Media Asset Generation:
Outside of dialogue, AI is mainly used to create and vary game art assets, including:
Character and illustration variants
Backgrounds and visual effects
Music and ambient soundscapes
Sound effects
Voice-over lines
Short in-game videos / cutscenes
All of these are delivered to the player as finished in-game content. Players never access AI models directly, cannot upload their own media, and do not interact with raw prompts or generation tools. | Three Old Pals | - | Mar 18, 2026 | |
Nimue In-game content art | Pre-Generated AI was used for:
- Background artwork
- Character illustrations
All AI-generated content was reviewed and edited by the developer.
No Live-Generated AI is used in this game. | Nagi | - | Mar 18, 2026 | |
DEADFOOL In-game content artaudio | Some game assets and sounds were generated by AI. | MugiwaraByte | - | Mar 18, 2026 | |
死霊の恋 In-game content art | Some AI-generated images are used in the game background. | mokosoft | - | Mar 18, 2026 | |
Overpowered 2 - Crux of Fate Store/marketing art | AI tools have been used to help generate the store graphics, which were then edited for final use. No AI tools have been used for any game content. All art in the game is self-made. | Eastasiasoft Limited | - | Mar 18, 2026 | |
Idle Demon Summoner Store/marketing art | Partly AI Logo | Chrio Games | - | Mar 18, 2026 | |
Battlemage Ascension Unclear art | I used AI for generating some images | Alex H | - | Mar 18, 2026 | |
Slay The Berserker In-game content text | Font and Translations | Advance Garde | - | Mar 18, 2026 | |
Halls of the damned In-game content | Asset created by AI included | Team EX | - | Mar 18, 2026 | |
SHADOW MAZE Descent into Fear In-game content textcodeart | During the development of "SHADOW MAZE Descent into Fear", AI tools were used in the following ways:
1. **Design & planning**: ChatGPT was used as a brainstorming assistant for game design ideas, mechanics, and narrative concepts.
2. **Visual concepts**: One initial store capsule image was generated using an AI image tool (Midjourney/DALL-E) during early prototyping. This image has since been replaced with original, human-created artwork and in-game screenshots.
3. **Code assistance**: ChatGPT provided examples and explanations for basic scripting and debugging.
All AI-generated visual content has been removed from the final store page and game build. The current store assets are original or gameplay screenshots. No AI-generated content remains in the publicly available version of the game. | TSFORGE | - | Mar 18, 2026 | |
The Zyrdain Sands In-game content | This game subtly experiments with AI-assisted tools in parts of the experience and in some of the marketing images. | FifoArts | - | Mar 18, 2026 | |
Red Nox In-game content art | AI in combination with image-editing software was used to produce the visual assets for the game. | Alvinho Games | - | Mar 18, 2026 | |
Velthurin In-game content arttextaudio | I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue. | Plazookas | - | Mar 18, 2026 | |
YOU vs Zombies Live AI arttextcode | How Does It Work? The Human-Led Creative Process
Players will start their game by participating in a time traveling Ritual.
AI doesn't write our story; it writes a story within a world which our creative team has designed. The Ritual takes what you describe and the world we’ve built – its art, biomes, enemy types, magic systems and overarching lore – and turns it into gameplay that’s personal to you.
These aren't AI suggestions; they are human-designed game mechanics and rules that AI must follow. During The Ritual, you describe your hero – their name, and how they look, plus curious nuggets about what they love, hate, are known for etc.
When you describe your hero as "a punk rocker who fears spiders and loves the color red," our platform triggers a process and system instructions that work hand-in-hand with Gemini AI. We send your input along with our own carefully crafted guidelines that tell Gemini exactly how to evaluate content appropriateness.
All storytelling is orchestrated by logic the engineering team designed, not AI deciding what happens next, alongside a story bible and character descriptions, creating assets, in real time, to craft your customized gaming experience.
All character visuals are generated using a custom AI model (LoRA) trained exclusively on our own artwork. It understands how we draw faces, hairstyles, armour, and bodies – the rules, proportions, and style choices behind the art – rather than copying individual images or creating its own.
This means when your character gets generated, it is not generic AI art; it is our artistic DNA interpreting your imagination. The result is a caricature of your hero, rendered in our visual language.
Similarly, character abilities aren't randomly generated; they follow strict mathematical systems. When Gemini generates a Unique Spell, for example, the damage, archetype, name, colours, and parameters, come from us.
While The Ritual could find anyone at all in the past, we’ve also implemented layers of safeguards to ensure only true heroes can be recruited to the war effort. | 10six Games | - | Mar 18, 2026 | |
The X-Type In-game content art | We use AI tools to generate initial character concepts and static base sprites. These generated images serve as a foundation and are subsequently manually edited, processed, rigged, and animated by hand using 2D animation software to create the final assets seen in the game. | BinaryWriter | - | Mar 18, 2026 | |
Dragon’s Breath In-game content audio | Music generated using Udio | monsters&creatures | - | Mar 18, 2026 | |
Enarian Online In-game content artaudio | AI Was used to assist in coding, and the production of client and website graphics, music and SFX. | Enarian Online | 40 | Mar 18, 2026 | |
Genome Survivors Dev only textcode | AI was used as a tool to assist with coding and text editing. | diePoolNudel | - | Mar 18, 2026 | |
Zareck: The VideoGame In-game content art | The game includes pre-generated AI-assisted assets.
These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets.
All AI-generated content is fixed and does not change during gameplay.
No AI systems are used for real-time content generation or player interaction. | ArgentinGames | - | Mar 18, 2026 | |
Late Night Tales In-game content text | AI is used only on narratives. | Moonlapse Studio | - | Mar 18, 2026 | |
The Last Endure In-game content art | We use generative AI tools during development to create some pre-rendered visual assets such as the game logo, key art, thumbnails, and parts of the intro video. All in-game characters, environments, UI, and gameplay systems are manually authored and do not use AI during runtime. No player data or user-generated content is sent to AI services while the game is running. | Filos Games | - | Mar 18, 2026 | |
UnderDark: Defense In-game content codetext | Generative AI was used during the development process as an assistant for writing code scripts and debugging. Additionally, AI tools were utilized to assist with the translation of in-game text for localization purposes. All AI-generated content has been reviewed and edited by the developers. | FreeDust | - | Mar 18, 2026 | |
Undying One In-game content art | Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers | Novens Studio | - | Mar 18, 2026 | |
List In-game content codeartaudio | We use AI tools to support various parts of our development process:
Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code.
Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development.
Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos.
Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing. | Flux Point Studios, Inc. | - | Mar 18, 2026 | |
We Are The Wall In-game content audiotextcode | We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code. | NorthWall Studio | - | Mar 18, 2026 | |
Anomaly Island In-game content artaudiocode | As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island.
This includes:
Assisting in the creation of certain UI elements
Helping with coding learning and a small number of the sound effects
Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use
All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects.
All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation.
No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated. | DreamsmithGames | - | Mar 18, 2026 | |
Project: Latticeborn In-game content artcode | AI is used for 3d assets and some coding | Ilhan Kilinc | - | Mar 18, 2026 | |
FingBlade Dev only artcode | This is an independently developed game. Generative AI tools are used as an auxiliary creative method in certain development processes, including art design and assisted code development.
All AI-generated assets and code snippets have undergone original conceptualization by the developer, manual modification, detailed refinement, and strict review, ensuring that all content is legal and compliant, stylistically consistent, and does not infringe upon the intellectual property rights of any third party. | Mengko Games | - | Mar 18, 2026 | |
Aroya Knight In-game content artcode | Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania. | Ofir Aroya | - | Mar 18, 2026 | |
North Sentinel Island Store/marketing art | the games does NOT use AI
AI is used for the steam capsules only. | MasterHanzi | - | Mar 18, 2026 | |
Twilight Eden In-game content art | We use AI-generated images for cutscenes, standing illustrations, and action resources. | MYMEStudio | - | Mar 18, 2026 | |
Darkward In-game content art | AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand. | Radek Volf | 29 | Mar 18, 2026 | |
mask of soul In-game content audio | This game's background music (BGM) and sound effects were created using generative artificial intelligence technology. | XION ENTERTAINMENT | 41 | Mar 18, 2026 | |
Glyph Gambit In-game content artaudio | AI tools were used to assist in the creation of certain pre-rendered assets such as key art, promotional images, and some music. All AI-assisted content was reviewed, curated, and finalized manually. The game itself does not use AI during gameplay. | AutoIntellect | - | Mar 18, 2026 | |
The Adventure of Fred - The traveler's dial - In-game content arttext | AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience. | FredsGamesStudios | - | Mar 18, 2026 | |
The Second Initiation In-game content | This game has some AI-generated assets. | Game Factory 12 Studio | - | Mar 18, 2026 | |
Auraile'ah: Under Cilathis Dev only art | AI-assisted tools were used during development to help generate early visual concepts and assets. These were then refined, reworked, and integrated by the developer to support the game’s atmosphere. | Noimad's Daimon | - | Mar 18, 2026 |