We used AI tools to pre-generate visual assets (backgrounds, characters) which were then processed and integrated into the game.
- Creator
- Team Husk
- Reviews
- -
- Added
- Mar 18, 2026
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We used AI tools to pre-generate visual assets (backgrounds, characters) which were then processed and integrated into the game.
Background art
Used for some images, 3D models, and audio.
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.
The game logo was created using AI-assisted tools. All other assets are fully handcrafted.
In The Last Frame, generative AI is used only for selected audio elements. The accompanying background voice as well as certain sound effects, background music, and atmospheric sounds were created with ElevenLabs (Text-to-Speech and audio generation). The AI is used exclusively for speech and sound synthesis. No further content (images, models, textures, story, or visual assets) was generated with generative AI. All other elements are handcrafted or licensed. The developer confirms that the use of AI complies with Steam guidelines and does not infringe any copyrights.
This game does not generate or modify content at runtime. A small portion of assets (around 20%) was created with generative AI tools during development. All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards
Some visual design elements were also produced with the assistance of generative AI.
Some sounds and visuals in the game were created using artificial intelligence; however, artificial intelligence was not used during the game’s development and production process.
We used A.I. in some assets of our game.
Art in concept stage - use in parts and/or overpainted. Ghat GTP for coding advice.
It is used to assist partial game art asset and music asset creation process.
Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI.
Artificial intelligence was used to create visual and audio.
Some 2D illustrations and title screens in the game were produced using AI. Other resources were created and used by asset.
The development of this game was handled by a team of just two people. To create a rich and engaging visual novel despite our small size, we used artificial intelligence (AI) as an assistive tool. AI was involved in the initial generation of several elements, including background images, sound effects, and provided a base for editing the character sprites. Every AI-generated asset was then carefully selected, thoroughly edited, and integrated by us to ensure it fits the game's style and delivers a consistent, high-quality experience. This approach allowed us to bring our idea to life efficiently.
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.
The game's cover photos were generated by artificial intelligence. Some of the texture images in the game's content were also generated by artificial intelligence.
背景素材、演出素材には一部AI生成した素材を使用しています。 We use some AI-generated materials for background assets and effect assets.
“AI tools were used to assist in creating certain visual assets, including store page images, main menu buttons, several in-game paintings, and one jumpscare image that appears during gameplay. AI is not used for gameplay systems, mechanics, code, or player interaction.”
AI is utilized solely for design references and inspiration. All final in-game assets are manually created.
AI tools were used only for translation purposes, helping create localized text in multiple languages, and for coding assistance during development
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.
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.
No AI was used to create the game's visual assets or music No AI is used to generate content during gameplay AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content.
We use AI-generated images for cutscenes, standing illustrations, and action resources.
AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer.
ChatGPT corrected the translations and my spelling and grammar errors...
Some of the abnormal phenomena in this game include AI-generated content.
We used a mix of real voice actors and AI-generated voices.
Часть музыкального сопровождения в игре создана с использованием инструмента SUNO. Шрифт логотипа был изменен с помощью инструментов генеративного ИИ.
This game uses AI-assisted images, text, and code created during development; all content was reviewed and edited by the developer, and no AI content is generated during gameplay.
AI-assisted tools were used to generate and refine some store page text and certain visual assets. All AI-generated content was reviewed and edited by the developer. No AI is used for live content generation during gameplay or for processing player data.
Generative AI was used for in-game dice illustration.
This work uses CG and background illustrations partially created by image generation AI.
A part of references for artworks was generated using AI. Some music tracks, interface and environment sounds may contain samples generated by AI. There is no AI content in its unprocessed, "raw" form.
AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it.
Part of the trailer is processed by ai
No AI art, no AI music, no AI sounds, no AI dialouges/descriptions/names, no vibe coding was used during development of game. Only: very small misc UI elements, some smaller closed coding elements like some shaders and AI machine translation for every steam supported language excluding English, Polish and Chinese (Traditional and Simplified).
AI was used in the development of GNF, but only for small, mundane tasks. All creative work — including design, writing, humour, and gameplay — was fully created by the developer.
“The only AI-generated asset used in the game is the studio logo. All other assets are original or manually created.”
AI is used for concepts, creating 3D models of characters, and for some voice acting.
Artificial intelligence has been used to generate pre-created content for the store page, marketing materials, and community assets.
AI is used to translate the store page.
Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some sound effects and portions of the music soundtrack were created using AI-assisted audio tools. AI is used only as a creative aid for generating and polishing audio assets; it does not affect gameplay, player data, or in-game decision making.
The development process involved AI-assisted proofreading and a third-party plugin for AI translation.
The images for the page have been slightly improved.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Soul's Gambit In-game content art | We used AI tools to pre-generate visual assets (backgrounds, characters) which were then processed and integrated into the game. | Team Husk | - | Mar 18, 2026 | |
Error: Girlfriend Not Found Unclear | Background art | Byte Me Studios | 12 | Mar 18, 2026 | |
醤油ラーメンFOREVER In-game content artaudio | Used for some images, 3D models, and audio. | POCKET HORROR BOX | 48 | 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 | |
SCP-3008: Infinite Store Store/marketing art | The game logo was created using AI-assisted tools. All other assets are fully handcrafted. | YAP | 103 | Mar 18, 2026 | |
The Last Frame In-game content audio | In The Last Frame, generative AI is used only for selected audio elements.
The accompanying background voice as well as certain sound effects, background music, and atmospheric sounds were created with ElevenLabs (Text-to-Speech and audio generation). The AI is used exclusively for speech and sound synthesis.
No further content (images, models, textures, story, or visual assets) was generated with generative AI. All other elements are handcrafted or licensed.
The developer confirms that the use of AI complies with Steam guidelines and does not infringe any copyrights. | NULLMIND STUDIOS | - | Mar 18, 2026 | |
Hunted Within: The Metro In-game content art | This game does not generate or modify content at runtime.
A small portion of assets (around 20%) was created with generative AI tools during development.
All such assets were manually edited, reviewed, and finalized to ensure originality, quality, and compliance with copyright and safety standards | LRDev Games | - | Mar 18, 2026 | |
Michael Test Unclear art | Some visual design elements were also produced with the assistance of generative AI. | Fancysquare | - | Mar 18, 2026 | |
Fragments of Dread - Late Lines FM In-game content audioart | Some sounds and visuals in the game were created using artificial intelligence; however, artificial intelligence was not used during the game’s development and production process. | Domnaier | - | Mar 18, 2026 | |
Session Notes: Night Vigil In-game content | We used A.I. in some assets of our game. | 4Byte Studios | - | Mar 18, 2026 | |
Path of Glory Dev only codeart | Art in concept stage - use in parts and/or overpainted.
Ghat GTP for coding advice. | Pick_Nick games | - | Mar 18, 2026 | |
Godfinger In-game content artaudio | It is used to assist partial game art asset and music asset creation process. | JaSan | - | Mar 18, 2026 | |
Slipper [R] Store/marketing art | Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI. | AQ Games | - | Mar 18, 2026 | |
Santa's Hunt In-game content artaudio | Artificial intelligence was used to create visual and audio. | Bloody Crow Games | - | Mar 18, 2026 | |
Project : Diaspora In-game content art | Some 2D illustrations and title screens in the game were produced using AI.
Other resources were created and used by asset. | Task Company | - | Mar 18, 2026 | |
Vampire's Kiss: Time Paradox In-game content artaudio | The development of this game was handled by a team of just two people. To create a rich and engaging visual novel despite our small size, we used artificial intelligence (AI) as an assistive tool. AI was involved in the initial generation of several elements, including background images, sound effects, and provided a base for editing the character sprites.
Every AI-generated asset was then carefully selected, thoroughly edited, and integrated by us to ensure it fits the game's style and delivers a consistent, high-quality experience. This approach allowed us to bring our idea to life efficiently. | ORION 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 | |
Phantom of the Lily In-game content art | The game's cover photos were generated by artificial intelligence.
Some of the texture images in the game's content were also generated by artificial intelligence. | Rolling Spikes | - | Mar 18, 2026 | |
それいけ!!杉城園芸部 In-game content art | 背景素材、演出素材には一部AI生成した素材を使用しています。
We use some AI-generated materials for background assets and effect assets. | OJsoftware | - | Mar 18, 2026 | |
Last Stop House of Horror In-game content art | “AI tools were used to assist in creating certain visual assets, including store page images, main menu buttons, several in-game paintings, and one jumpscare image that appears during gameplay. AI is not used for gameplay systems, mechanics, code, or player interaction.” | Rogelio Palomo | - | 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 | |
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 | |
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 | |
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 | |
GlagStone Dev only | No AI was used to create the game's visual assets or music
No AI is used to generate content during gameplay
AI tools were used only for internal technical support, such as patching the game engine, and do not generate player-facing content. | Valerii Krasnoselskii | - | 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 | |
Vampire One Blood Store/marketing art | AI was used in the game's thumbnail and was not used in the game's code or any other development resources. However, the aforementioned thumbnail and all other game resources were created by the developer. | Juan corp studio | - | 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 | |
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 | |
Tales of Fear - Episode Zero In-game content audio | We used a mix of real voice actors and AI-generated voices. | MediaTale | - | Mar 18, 2026 | |
Обо: Шоу Теней In-game content audioart | Часть музыкального сопровождения в игре создана с использованием инструмента SUNO.
Шрифт логотипа был изменен с помощью инструментов генеративного ИИ. | Julliet | 20 | Mar 18, 2026 | |
Nuclear Design Bureau In-game content arttextcode | This game uses AI-assisted images, text, and code created during development; all content was reviewed and edited by the developer, and no AI content is generated during gameplay. | Design Bureau KB-11 | - | Mar 18, 2026 | |
Liquidated In-game content textart | AI-assisted tools were used to generate and refine some store page text and certain visual assets. All AI-generated content was reviewed and edited by the developer. No AI is used for live content generation during gameplay or for processing player data. | Grimvolt Interactive | - | Mar 18, 2026 | |
Dice In You In-game content art | Generative AI was used for in-game dice illustration. | Team DICE | 190 | Mar 18, 2026 | |
LOVEKO In-game content art | This work uses CG and background illustrations partially created by image generation AI. | Cotobito Games | - | Mar 18, 2026 | |
BLOK 200: Prologue In-game content artaudio | A part of references for artworks was generated using AI. Some music tracks, interface and environment sounds may contain samples generated by AI. There is no AI content in its unprocessed, "raw" form. | Experiments Field Studio | - | Mar 18, 2026 | |
Remedy for Personality In-game content artaudio | AI was used to create the images, but the character sprites were redrawn by artist, and the backgrounds were edited in a graphics editor. To create the music, AI was used as a reference, and then the composer created his tracks based on it. | Mertvitel & Partners | - | Mar 18, 2026 | |
На недельку до второго Store/marketing art | Part of the trailer is processed by ai | UrbanWanderer | 23 | Mar 18, 2026 | |
Bullet Meltdown In-game content textartcode | No AI art, no AI music, no AI sounds, no AI dialouges/descriptions/names, no vibe coding was used during development of game. Only: very small misc UI elements, some smaller closed coding elements like some shaders and AI machine translation for every steam supported language excluding English, Polish and Chinese (Traditional and Simplified). | Games Anatomy Studio | - | Mar 18, 2026 | |
404: Game Not Found Dev only | AI was used in the development of GNF, but only for small, mundane tasks. All creative work — including design, writing, humour, and gameplay — was fully created by the developer. | FreddieThePebble | - | Mar 18, 2026 | |
DARK In-game content art | “The only AI-generated asset used in the game is the studio logo. All other assets are original or manually created.” | VHS STUDIO | - | Mar 18, 2026 | |
ADHD Horror Anthology In-game content artaudio | AI is used for concepts, creating 3D models of characters, and for some voice acting. | SHIKAMI | - | Mar 18, 2026 | |
Submerge Store/marketing arttext | Artificial intelligence has been used to generate pre-created content for the store page, marketing materials, and community assets. | Neuron Activation | 78 | Mar 18, 2026 | |
Untold Cases - Stillwater Lake In-game content text | AI is used to translate the store page. | Alex Le Mesurier | - | Mar 18, 2026 | |
The Forest Watches In-game content audioart | Generative AI is used only for pre generated assets: Voice lines in the indoctrination video (also used in the trailer) and the game’s logo in store materials. No AI is used at runtime, and all other content is handcrafted. | RanSio | - | Mar 18, 2026 | |
VÖLUND Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | VÖLUND_DEV | 13 | Mar 18, 2026 | |
Fuse or Lose In-game content audio | Some sound effects and portions of the music soundtrack were created using AI-assisted audio tools. AI is used only as a creative aid for generating and polishing audio assets; it does not affect gameplay, player data, or in-game decision making. | Airicore | - | Mar 18, 2026 | |
The Last Lodge In-game content text | The development process involved AI-assisted proofreading and a third-party plugin for AI translation. | Kusppy Studios | 30 | Mar 18, 2026 | |
Reverie: Who will Remember You art | The images for the page have been slightly improved. | SERLO | - | Mar 18, 2026 |