本遊戲在開發過程中,使用了生成式 AI 技術作為美術創作的輔助工具(應用於部分角色立繪、場景背景與介面圖示)。所有 AI 生成的素材皆經過美術團隊的後期修飾與調整,以確保符合遊戲的視覺風格與品質標準。
- Creator
- Game Soul Technology Co., Ltd.
- Reviews
- 19
- Added
- Mar 18, 2026
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本遊戲在開發過程中,使用了生成式 AI 技術作為美術創作的輔助工具(應用於部分角色立繪、場景背景與介面圖示)。所有 AI 生成的素材皆經過美術團隊的後期修飾與調整,以確保符合遊戲的視覺風格與品質標準。
AI is utilized solely for design references and inspiration. All final in-game assets are manually created.
AI was used in the generation for much of the games base code and was used throughout when generating different conversations etc. AI was also used in generating assets used in marketing, which appear on the store page.
Some of the visual assets had the initial artwork generated by Sora. Then it was heavily modified and improved for the final product. No generation is done in game.
AI is leveraged for game icons.
Some art work is modified by AI and some generated from designs or outlines
Store: Capsules/Page Background/Library Assets (except Library Hero)/Controls Screenshot/Achievements UI, are pregenerated by AI. Game: Icon, Logos, Controller types images, Tank Image, Intro Comic Images, Songs: "Level completed/Trailer" and "Level 55" songs are pregenerated by AI.
AI tools were used only for translation purposes, helping create localized text in multiple languages, and for coding assistance during development
I have used AI assistance for translating texts.
Generative AI tools were used to create visual assets including achievement icons, store page capsules, and marketing materials. Additionally, AI-based Text-to-Speech (TTS) was used for in-game voiceovers. All AI-generated content has been manually reviewed and edited to ensure high quality and consistency with the game's artistic style.
This game uses AI Generated background image, icons, bgm.
Icons and logos in-game and for marketing may be created with the use of AI
Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay.
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.
ed中使用了ACE Studio的ai合成人声 ed和pv中画面会动的头发和眼睛为ai合成
Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI.
AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images). This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually.
AI was used for some of the sound effects.
The puzzle images pre-rendered AI art
This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer.
Some backgrounds were generated using AI.
Throughout the game, there are displayed lines of code written out that serve as flavor text and effects for many elements of the game's UI & visuals. This huge amount of text was generated by ChatGPT with the express instruction that none of it is really functional, but visually plausible C# code.
Only a few images and some language translations in this game were created with AI.
Game music Translations Shop sign textures (or Store billboard textures) Some models, such as the "Dropping washing machine"
The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up. AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish
The background music for this game was created by AI.
Generative AI is used to create some visual assets.
Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content.
We use AI-generated images for cutscenes, standing illustrations, and action resources.
Some of the assets in this game were created using AI.
AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand.
"AI was used to generate some images such as loading screens or character portraits."
AI was used to create placeholders of 2D sprites used in parts of the UI and as stage prompts. All of these elements will be removed over time.
Character, monsters and logo artworks.
Character, monsters artworks and capsule arts.
Character, monsters and backgrounds artworks.
AI tools were used only to generate some of the pre rendered visual assets and promotional artwork for the game and store page. No AI is used during gameplay, and all game logic, systems, mechanics, and code are manually created.
ChatGPT corrected the translations and my spelling and grammar errors...
Some of the game's art and music are created with the assistance of AI
Some of the abnormal phenomena in this game include AI-generated content.
I used AI to localize my game. No art, no sounds, no code was generated using AI
Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually.
AI is used in creating portraits and figure of characters.
Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction.
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.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. The final artwork combines AI-generated base designs with human-made artistic revisions.
This game uses AI for animation rigging and some image assets
I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create. So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs. I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful.
I generated the store page images with AI and some of the content in the game
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
鬥雀 In-game content art | 本遊戲在開發過程中,使用了生成式 AI 技術作為美術創作的輔助工具(應用於部分角色立繪、場景背景與介面圖示)。所有 AI 生成的素材皆經過美術團隊的後期修飾與調整,以確保符合遊戲的視覺風格與品質標準。 | Game Soul Technology Co., Ltd. | 19 | Mar 18, 2026 | |
RATNAVATI: Curse of Bhangarh In-game content art | AI is utilized solely for design references and inspiration. All final in-game assets are manually created. | LeZit Games | - | Mar 18, 2026 | |
MMA Empire In-game content codetext | AI was used in the generation for much of the games base code and was used throughout when generating different conversations etc.
AI was also used in generating assets used in marketing, which appear on the store page. | Satchmoe Studios | 15 | Mar 18, 2026 | |
Fight Poker In-game content art | Some of the visual assets had the initial artwork generated by Sora. Then it was heavily modified and improved for the final product. No generation is done in game. | Carbone Dev | - | Mar 18, 2026 | |
A Whittle Tale In-game content art | AI is leveraged for game icons. | Mangy Goblin Games, LLC | - | Mar 18, 2026 | |
Twilight Haven In-game content art | Some art work is modified by AI and some generated from designs or outlines | Drmop Games | - | Mar 18, 2026 | |
Molekraft In-game content artaudio | Store: Capsules/Page Background/Library Assets (except Library Hero)/Controls Screenshot/Achievements UI, are pregenerated by AI.
Game: Icon, Logos, Controller types images, Tank Image, Intro Comic Images, Songs: "Level completed/Trailer" and "Level 55" songs are pregenerated by AI. | Benjamin B | - | Mar 18, 2026 | |
Roulette of the Void In-game content textcode | AI tools were used only for translation purposes, helping create localized text in multiple languages, and for coding assistance during development | zFhresh | - | Mar 18, 2026 | |
Inheritance In-game content text | I have used AI assistance for translating texts. | VimmGames | - | Mar 18, 2026 | |
The Lost Experiment In-game content artaudio | Generative AI tools were used to create visual assets including achievement icons, store page capsules, and marketing materials. Additionally, AI-based Text-to-Speech (TTS) was used for in-game voiceovers. All AI-generated content has been manually reviewed and edited to ensure high quality and consistency with the game's artistic style. | NeoPixel Games | - | Mar 18, 2026 | |
Five Dice In-game content artaudio | This game uses AI Generated background image, icons, bgm. | MeMe Games | - | Mar 18, 2026 | |
Mage Castle In-game content art | Icons and logos in-game and for marketing may be created with the use of AI | Pinch Labs | - | Mar 18, 2026 | |
Steelarchy In-game content arttext | Generative AI was used during the development process to assist in creating 2D UI assets (icons) and drafting text for the store page and item descriptions. All AI-generated content was reviewed, edited, and finalized by the developer to ensure it fits the game's aesthetic and does not contain infringing material. The game does not generate any content live via AI during gameplay. | Fragment Labs | - | 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 | |
某天成为妹妹 In-game content audioart | ed中使用了ACE Studio的ai合成人声
ed和pv中画面会动的头发和眼睛为ai合成 | 海伦幻想制作组 | 12 | Mar 18, 2026 | |
Summer Delicious Simulator: Prologue In-game content art | Only the store logo and some store GIFs in our game were created using AI. No AI was used in the 3D content or objects within the game. Only certain 2D store icons were partially created using AI. | BitRaiders Games | 58 | Mar 18, 2026 | |
Outlanders In-game content art | AI tools are used to assist in the creation of some pre-rendered content, such as concept imagery, promotional visuals, or draft marketing assets (for example, store page artwork or community images).
This game uses AI-generated content for a small number of in-game item images and some UI elements. All gameplay systems, and core assets are created manually. | Solo Game Dev | - | Mar 18, 2026 | |
Scam Center Simulator: Prologue In-game content audio | AI was used for some of the sound effects. | Jiao Games | 80 | Mar 18, 2026 | |
Neon Fantasy: Fairies In-game content art | The puzzle images pre-rendered AI art | Quantum Quiver Games | - | Mar 18, 2026 | |
Castle Siege Commander In-game content textartaudio | This game uses generative AI tools during development for text, art assets, audio content, voice recognition features, and selected marketing materials. All content is reviewed and implemented by the developer. | Browseluck | - | Mar 18, 2026 | |
Newborn: The Tears of the Garnet In-game content art | Some backgrounds were generated using AI. | FSTGAME | - | Mar 18, 2026 | |
Command.Override In-game content text | Throughout the game, there are displayed lines of code written out that serve as flavor text and effects for many elements of the game's UI & visuals. This huge amount of text was generated by ChatGPT with the express instruction that none of it is really functional, but visually plausible C# code. | Unknown Shadow Games | - | Mar 18, 2026 | |
Age of Resistance In-game content arttext | Only a few images and some language translations in this game were created with AI. | Luis Humberto | - | Mar 18, 2026 | |
Capodanno alla MANO In-game content audiotextart | Game music
Translations
Shop sign textures (or Store billboard textures)
Some models, such as the "Dropping washing machine" | Serio Studio | - | Mar 18, 2026 | |
Librarian: Tidy Up the Arcane Library! In-game content arttext | The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | ArtRising | 15k | Mar 18, 2026 | |
Texplore In-game content art | Some art assets were created with AI-assisted tools using my prompts and then edited/painted over by me for consistency and final polish | Dustin Garner | - | Mar 18, 2026 | |
RETURN TO COMPANY OZIISAN In-game content audio | The background music for this game was created by AI. | chumji studio | - | Mar 18, 2026 | |
Indie GameDev Sim In-game content art | Generative AI is used to create some visual assets. | Relax & Play | - | Mar 18, 2026 | |
After the Crash : Colony In-game content art | Some promotional images on the store page were created with the assistance of AI tools. All in game assets and gameplay content are original and manually created. The game does not use real time AI generated content. | Penche Software | 14 | 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 | |
生存的抉择 In-game content | Some of the assets in this game were created using AI. | Altma | - | 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 | |
Feast of the Beast Unleashed In-game content art | "AI was used to generate some images such as loading screens or character portraits." | elShele | - | Mar 18, 2026 | |
PAG: Post Apocalypse Guns In-game content art | AI was used to create placeholders of 2D sprites used in parts of the UI and as stage prompts.
All of these elements will be removed over time. | Smiling Face | - | Mar 18, 2026 | |
The Clockwork Requiem In-game content art | Character, monsters and logo artworks. | Anima Games | - | Mar 18, 2026 | |
Eastbound In-game content art | Character, monsters artworks and capsule arts. | Crow's Perch | - | Mar 18, 2026 | |
The Eternal Night In-game content art | Character, monsters and backgrounds artworks. | Anima Games | - | Mar 18, 2026 | |
Insurance Worker Game In-game content art | AI tools were used only to generate some of the pre rendered visual assets and promotional artwork for the game and store page. No AI is used during gameplay, and all game logic, systems, mechanics, and code are manually created. | CJ 03 | - | Mar 18, 2026 | |
Olivia In-game content text | ChatGPT corrected the translations and my spelling and grammar errors... | Struggle Games Studio | 31 | Mar 18, 2026 | |
水浒女神录 In-game content artaudio | Some of the game's art and music are created with the assistance of AI | 游戏方程工作室 | - | Mar 18, 2026 | |
日本事故物件監視協会2 -Japan Stigmatized Property- In-game content | Some of the abnormal phenomena in this game include AI-generated content. | 日本事故物件監視協会 | 151 | Mar 18, 2026 | |
Blockaholic In-game content text | I used AI to localize my game. No art, no sounds, no code was generated using AI | Oleg Vasilev | - | Mar 18, 2026 | |
QB Adventures In-game content art | Artificial intelligence was used in this project to assist with generating and preparing graphic materials, including concept art and background elements. All gameplay logic, code, level design, and final implementation were created manually. | Damian Baksalary | - | Mar 18, 2026 | |
Terria Tactics In-game content art | AI is used in creating portraits and figure of characters. | TactiGame Limited | - | Mar 18, 2026 | |
Abyssbound In-game content audioart | Abyssbound uses generative AI to create certain voice lines and character animations. These AI-generated elements are used to enhance atmosphere and storytelling, but they do not affect gameplay mechanics or player progression. All AI-generated content is integrated in a way that supports the game's artistic direction. | Mousavi Tech | - | Mar 18, 2026 | |
Drunk But Not Wasted Monk 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. | BRB Drama | - | Mar 18, 2026 | |
Order of Kings In-game content art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. The final artwork combines AI-generated base designs with human-made artistic revisions. | DW Studio | 109 | Mar 18, 2026 | |
Poreia In-game content art | This game uses AI for animation rigging and some image assets | ARDORBIT | - | Mar 18, 2026 | |
Slotomancer In-game content art | I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create.
So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs.
I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful. | Flatts | - | Mar 18, 2026 | |
Flocking Wars In-game content art | I generated the store page images with AI and some of the content in the game | eoin tolster | - | Mar 18, 2026 |