Game uses AI to generate Achivement icons. No AI was used in-game.
- Creator
- Pre-Tech PC Services
- Reviews
- -
- Added
- Mar 18, 2026
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Game uses AI to generate Achivement icons. No AI was used in-game.
Optional voiceovers, localization, and minor 2D elements. Note: All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game!
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu. Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
Practically all the content for the game was made by AI, pictures, text, parts of the code.
Drafts of screens were created using AI
AI assistance in creating images, based on photographs.
I used AI to create the preview image.
Some of the assets in the game are processed and implemented from the output by the generation AI.
AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity.
We used Ai drawing software to generate cover images and some in-game textures
Some Graphics, icons or design
- Used generative AI to adjust the game program - Used generative AI to create art assets - Used generative AI to generate background music
There are a few textures and steam icon assets use from privately trained AI models
This game uses generative AI tools in a limited way during development. Some visual assets, such as certain images and textures, were created or enhanced with the help of AI. AI was also used as support for parts of the localization process and for generating or refining some sound elements. All AI-assisted content is reviewed and edited by the developer to ensure it fits the game’s atmosphere and quality standards.
The background images for the game are created using AI
"Ecos del Fuego"(Snakes song) is AI generated
We leverage AI technology in certain tasks to achieve higher-quality results. AI is used primarily for handling repetitive tasks or as a tool for quality enhancement, while the core content and final outputs are crafted by skilled professionals."
AI voiceovers for dialogs were used.
Used in the program code and translation of the formulas.
Some pre-rendered content for the game was generated using AI.
The images were professionally created with the help of AI. All are high-quality and carefully selected
The game uses real photos as well as AI generated images, all post-processed by a human designer.
Some of the background images and sound effects in this game were initially created using AI generation tools.
We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game.
game arts, and text correction
Generative AI is used in a responsible manner
Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary.
AI have been used for the logo but is replaced by a non AI artwork now.
The localisation was made with AI
Some UI images generated with AI.
AI has been used for assisted picture drawing.
AI is used for some sprites and for all game music.
We used AI-assisted tools to enhance poster art and user interface elements, starting from custom designs created in Photoshop or purchased. AI was used to refine the material look, adding depth, texture, and polish to existing artwork—helping elevate the game's presentation while staying true to its original style. Every asset was directed and crafted by hand, with AI used as a supportive tool for enhancement, not generation from scratch.
Some pictures are drawn twice based on the reference of artificial intelligence painting, and some music creation is assisted by artificial intelligence arrangement.
Some Graphics, icons or design
Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s).
Main store page art and in-game character silhouette in the tutorial were generated using artificial intelligence.
Used for the narration voice generation. With permission of the person's who's voice it is ofcourse.
Generative Artificial Intelligence has been partially used to produce the promo art of the game (i.e. the image used to promote the game). The in-game content has been produced from scratch by 3D artists, game designers and developers. Only some audio content (i.e. the voice of the robot) has been prerecorded by using AI generative tools.
I used AI on some photos using Adobe photoshops generative fill to extend images to fit the game.
For the development of The Broken Mirror (Xuru Engine Edition), we have integrated advanced generative AI workflows to enhance the atmospheric Noir experience. Environment & Visual Arts: Environmental assets and backgrounds have been conceptualized and generated using AI, then manually refined and stylized in high-contrast black and white to achieve a unique 'graphic novel' aesthetic. Audio Experience: Soundtrack and atmospheric sound effects were developed with AI assistance to create a deep, immersive psychological thriller mood. Human Oversight: All AI-assisted content has been curated, edited, and directed by our lead developer. The core narrative, character arcs, complex puzzle design, and final assembly are 100% original human creations, ensuring a cohesive and high-quality artistic vision.
In the game, generative artificial intelligence has been used in terms of graphics, music, and overall feel.
Background textures have been designed with AI
The trailer in the store page uses an A.I voice over.
GAI was used to generate the base for the sprites.
No AI content is generated during gameplay. Some art was created with the help of AI, but everything was hand-edited and polished. As a solo indie dev with limited resources, I used AI as a tool — the final style and heart of the game are purely crafted with care.
Angry Chef: World Tour uses AI only for character voice recordings.
The game uses artificial intelligence (AI) as assistance for language translations and the creation of some secondary character avatars. All main story content, dialogue, and core design elements were handcrafted by our team.
This game contains some pre-rendered visual and audio elements.
The game's home cover and "Illusoria" logo are AI-modified.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mayor of Woodtree Village In-game content art | Game uses AI to generate Achivement icons.
No AI was used in-game. | Pre-Tech PC Services | - | Mar 18, 2026 | |
The Empty Desk In-game content audiotextart | Optional voiceovers, localization, and minor 2D elements.
Note:
All core creative content—story, game & level design, original music, sounds, vfx, and 3D assets—WAS MADE by PROFESSIONAL HUMAN ARTISTS, whose work remains ESSENTIAL and irreplaceable in bringing any video game to life. Also, professional ITALIAN dub added to the game! | CheesecakeGames | - | Mar 18, 2026 | |
Artifact Seekers 1 In-game content textart | AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos. | FIVE-BN GAMES | 155 | Mar 18, 2026 | |
BOBRKUR In-game content arttextcode | Practically all the content for the game was made by AI, pictures, text, parts of the code. | Jury | - | Mar 18, 2026 | |
Cloud Cats` Land Unclear art | Drafts of screens were created using AI | PurrMurrMeow Games | 44 | Mar 18, 2026 | |
Adequately Ever After Store/marketing art | AI assistance in creating images, based on photographs. | Julia Nolan | 32 | Mar 18, 2026 | |
Banisher Store/marketing art | I used AI to create the preview image. | CreakGames | - | Mar 18, 2026 | |
Cats Fishing for Cats In-game content artaudiocodetext | Some of the assets in the game are processed and implemented from the output by the generation AI. | 1st-impact co.,Ltd. | 50 | Mar 18, 2026 | |
Dreamstate Dev only code | AI was just used to make code for enemies, and the camera movement. Every other piece of code is made with visual scripting tools with unity. | 8:95games | - | Mar 18, 2026 | |
Be touch-and-go In-game content art | We used Ai drawing software to generate cover images and some in-game textures | FuQianDeBiFang | - | Mar 18, 2026 | |
My Happy Village in the Kingdom Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
请领取社会保障卡 In-game content artaudio | - Used generative AI to adjust the game program
- Used generative AI to create art assets
- Used generative AI to generate background music | 小w的游戏开发互助组 | 13 | Mar 18, 2026 | |
Banana Next Gen In-game content art | There are a few textures and steam icon assets use from privately trained AI models | Steven R DiLeo | - | Mar 18, 2026 | |
Game Of The Chosen In-game content arttextaudio | This game uses generative AI tools in a limited way during development. Some visual assets, such as certain images and textures, were created or enhanced with the help of AI. AI was also used as support for parts of the localization process and for generating or refining some sound elements.
All AI-assisted content is reviewed and edited by the developer to ensure it fits the game’s atmosphere and quality standards. | Thor Game Studios | - | Mar 18, 2026 | |
Pumpkin Clicker In-game content art | The background images for the game are created using AI | BuckyGames | 23 | Mar 18, 2026 | |
100 animals on island audio | "Ecos del Fuego"(Snakes song) is AI generated | KaiserGames | 193 | Mar 18, 2026 | |
Galvatein Adventurers' Guild Unclear | We leverage AI technology in certain tasks to achieve higher-quality results. AI is used primarily for handling repetitive tasks or as a tool for quality enhancement, while the core content and final outputs are crafted by skilled professionals." | BLANBEE | - | Mar 18, 2026 | |
Can't Even See the Sky In-game content audio | AI voiceovers for dialogs were used. | Meshock Games | - | Mar 18, 2026 | |
開拓民クリッカー In-game content codetext | Used in the program code and translation of the formulas. | WINGLAY | - | Mar 18, 2026 | |
Beast Island In-game content art | Some pre-rendered content for the game was generated using AI. | tigeRock | - | Mar 18, 2026 | |
Futanari's Secret: The Forest Store/marketing art | The images were professionally created with the help of AI. All are high-quality and carefully selected | Red Sasori | 12 | Mar 18, 2026 | |
A THOUSAND MOUTHS TO SCREAM In-game content art | The game uses real photos as well as AI generated images, all post-processed by a human designer. | SpoocleMacBoogle | 18 | Mar 18, 2026 | |
Backrooms Stories In-game content artaudio | Some of the background images and sound effects in this game were initially created using AI generation tools. | liminal_games | - | Mar 18, 2026 | |
GENERAL IDLER In-game content art | We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game. | Istikan Studio | - | Mar 18, 2026 | |
Benchmark Your Skills In-game content arttext | game arts, and text correction | Kitsu Games | - | Mar 18, 2026 | |
Mosaica: Arboreal general | Generative AI is used in a responsible manner | RymPow | 43 | Mar 18, 2026 | |
Zly.ii: The Hacked Station In-game content audio | Although the game's soundtrack was composed by artist Python Blue, some filler music was generated by AI to facilitate development work. The few dubbing voices present in the game were also generated by AI. The game was made almost single-handedly and on a shoestring budget, and the use of AI helped bring it to life and celebrate the series' 10th anniversary. | Simon Says: Play! | - | Mar 18, 2026 | |
Garden Rivals Store/marketing art | AI have been used for the logo but is replaced by a non AI artwork now. | leveldreamstudio | 46 | Mar 18, 2026 | |
Short Memories In-game content text | The localisation was made with AI | Guillaume Pauli | 42 | Mar 18, 2026 | |
Evoker's gambit In-game content art | Some UI images generated with AI. | Max Estry | - | Mar 18, 2026 | |
画中诗 Unclear art | AI has been used for assisted picture drawing. | MistGame | 10 | Mar 18, 2026 | |
Five Nights at Restroom 2 In-game content artaudio | AI is used for some sprites and for all game music. | Freitas Studios | - | Mar 18, 2026 | |
Rpg Forever - Serens Quest In-game content art | We used AI-assisted tools to enhance poster art and user interface elements, starting from custom designs created in Photoshop or purchased. AI was used to refine the material look, adding depth, texture, and polish to existing artwork—helping elevate the game's presentation while staying true to its original style. Every asset was directed and crafted by hand, with AI used as a supportive tool for enhancement, not generation from scratch. | BmpGames | - | Mar 18, 2026 | |
Find Cats 3 旅行猫咪 In-game content artaudio | Some pictures are drawn twice based on the reference of artificial intelligence painting, and some music creation is assisted by artificial intelligence arrangement. | Happy Fish | 17 | Mar 18, 2026 | |
Grand Numbers Plus Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 | |
When She's Gone In-game content art | Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s). | Missed Approach Interactive | - | Mar 18, 2026 | |
Pocket Garden In-game content art | Main store page art and in-game character silhouette in the tutorial were generated using artificial intelligence. | Just Pocket Games | 18 | Mar 18, 2026 | |
Are You Human? In-game content audio | Used for the narration voice generation. With permission of the person's who's voice it is ofcourse. | Mupet | - | Mar 18, 2026 | |
CREAMARE - The Game In-game content audioart | Generative Artificial Intelligence has been partially used to produce the promo art of the game (i.e. the image used to promote the game).
The in-game content has been produced from scratch by 3D artists, game designers and developers. Only some audio content (i.e. the voice of the robot) has been prerecorded by using AI generative tools. | 3D Research Srl | 31 | Mar 18, 2026 | |
Hide and Seek with Noah In-game content art | I used AI on some photos using Adobe photoshops generative fill to extend images to fit the game. | Waddle Games | 45 | Mar 18, 2026 | |
Gloomy Clues: The Broken Mirror In-game content artaudio | For the development of The Broken Mirror (Xuru Engine Edition), we have integrated advanced generative AI workflows to enhance the atmospheric Noir experience.
Environment & Visual Arts: Environmental assets and backgrounds have been conceptualized and generated using AI, then manually refined and stylized in high-contrast black and white to achieve a unique 'graphic novel' aesthetic.
Audio Experience: Soundtrack and atmospheric sound effects were developed with AI assistance to create a deep, immersive psychological thriller mood.
Human Oversight: All AI-assisted content has been curated, edited, and directed by our lead developer. The core narrative, character arcs, complex puzzle design, and final assembly are 100% original human creations, ensuring a cohesive and high-quality artistic vision. | Pixel Paradise ® | - | Mar 18, 2026 | |
Arq Of The Abyss In-game content artaudio | In the game, generative artificial intelligence has been used in terms of graphics, music, and overall feel. | ShiftWave Games | - | Mar 18, 2026 | |
Crónicas de Nueva Estrella Uno In-game content art | Background textures have been designed with AI | Puff Producciones | - | Mar 18, 2026 | |
PopIt! In-game content audio | The trailer in the store page uses an A.I voice over. | DRU Games | - | Mar 18, 2026 | |
Cheese Co-op Clicker Simulator In-game content art | GAI was used to generate the base for the sprites. | asxgames | 18 | Mar 18, 2026 | |
Click the Ball! In-game content art | No AI content is generated during gameplay. Some art was created with the help of AI, but everything was hand-edited and polished. As a solo indie dev with limited resources, I used AI as a tool — the final style and heart of the game are purely crafted with care. | Mind Experiment | - | Mar 18, 2026 | |
Angry Chef In-game content audio | Angry Chef: World Tour uses AI only for character voice recordings. | NetCode Studios | - | Mar 18, 2026 | |
Nerd Simulator In-game content textart | The game uses artificial intelligence (AI) as assistance for language translations and the creation of some secondary character avatars. All main story content, dialogue, and core design elements were handcrafted by our team. | Radikate | 45 | Mar 18, 2026 | |
Kanji Legends | This game contains some pre-rendered visual and audio elements. | Daigo Tech | - | Mar 18, 2026 | |
KillerNight Store/marketing art | The game's home cover and "Illusoria" logo are AI-modified. | Illusoria | - | Mar 18, 2026 |