Some of the visuals in the game were created by artificial intelligence.
- Creator
- game nest
- Reviews
- -
- Added
- Mar 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some of the visuals in the game were created by artificial intelligence.
AI was used in the development process to create graphics.
All the backgrounds music are made by AI.
We use generative AI tools in a very limited way to create minor in-game image assets and a small amount of marketing materials, always with human oversight and input. All core game content is carefully designed, authored, and curated by our development team to ensure quality and originality.
AI might be used to create store and/or library images.
Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright
AI was used to create some unusual visual assets and makes up less than 0.1% of the entire game.
Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic.
The game requires the use of large language models. Players need to purchase APIs of various brand-specific large language models through other channels at their own expense, or deploy large language models locally on their own devices via Ollama to power the game.
Uses AI generated music and button borders
Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian.
We used generative AI tools to assist with the creation of some marketing assets and non-essential game content. Specifically, AI was used to generate character voice lines via TTS, decorative images for UI or promotional materials, and to assist with writing flavor text and descriptions. All final content was reviewed and edited by the development team to ensure quality and originality.
This title uses generative AI only for pre-generated content. During development, a small set of UI visuals (buttons/icons) and promotional artwork (such as logos and store images) were created with image-generation tools and then manually edited. No AI runs at gameplay time: there is no real-time AI for text, voice, art, levels, NPCs, or moderation. All outputs were reviewed to avoid copyright or trademark infringement and to avoid replicating the style of identifiable living artists.
Only the soundtrack was generated using artificial intelligence.
We have used AI images and videos (backgrounds etc). All voices are NOT ai, code is NOT ai, music is NOT ai. The game does not generate more ai, it is just the video and image assets.
A part of the backgrounds and scenes. Some elements of the user interface.
The game's logo and some in-game artwork were created using generative AI.
For generating card illustrations only
AI generated Bird Chirping, Music and SFX.
The game uses AI as a support tool to generate some of the background music and 2D cutscene images.
The background images and birds pictures are pre-rendered AI art
Our game does not use AI in gameplay. AI is only used for marketing materials.
During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas: Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer. 3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game. The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort.
Some in-game illustrations were initially created using AI-generated images to speed up the creative process. These visuals are now progressively being replaced with original artwork by our artists to better match the game’s style. Eventually, all AI-generated images will be removed from the game.
Generated images for some paintings and photographs using AI.
The original illustration is loaded and the illustration is generated by AI.
As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use.
AI was used to assist in the creation some of the store page marketing materials
Some of the materials and text descriptions are created by AI
AI graphics are pre processed and will not be rendered during game runtime.
In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player
All illustration assets in this game were created using generative AI tools (Whisk and ImageFX). All remaining work required to produce the game—from UI design and editing to layout and event scripting—was manually crafted by the developer. AI-generated content is limited to static illustration assets only, and the game does not include any real-time AI generation features.
Generation of audiovisual resources
Artificial intelligence has been used solely for generating images and translating the different languages for the video game.
Code formatting assisted by Grok.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward. AI was involved in the initial generation of the capsule art, and other images on the store page. AI is not used for live generation or code during gameplay.
Use of AI for placeholder art ingame.
AI was used to generate some textures, sounds, and scripts. However, no live AI is used during gameplay — all AI-generated content was pre-rendered.
I used generative AI for the in-game music.
Some images are created using AI.
Certain artworks displayed within some houses were created using AI.
Some audio files used in the game are temporary AI-generated placeholders and will be replaced in the final version.
WilderLands uses AI to simulate NPC behavior and societies through reinforcement and deep learning. AI agents adapt to the environment, form communities, make decisions, and learn over time. They are not controlled by the player but evolve independently, creating personalized gameplay and unpredictable outcomes.
This game does not include AI-driven gameplay elements. However, the store page features custom artwork generated using artificial intelligence to showcase the game’s theme.
AI was used in the creation of 2D artwork, as well as music and sound effects in the game.
AI was used in designing the game's logo.
Some promotional images on the store page were created using generative artificial intelligence tools.
I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion.
AI was used to create reference images. One scene features several AI-generated images. All other content was created manually.
Some store page and library artworks were created using generative AI. All AI-generated images were manually edited, enhanced, and finalized by the developer. No AI was used for gameplay assets, models, sounds, or UI elements.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Marktopia In-game content art | Some of the visuals in the game were created by artificial intelligence. | game nest | - | Mar 18, 2026 | |
White Noise: Ghost Signal Unclear art | AI was used in the development process to create graphics. | AliceoffGame | - | Mar 18, 2026 | |
Méli-Mélo : L'odyssée audio | All the backgrounds music are made by AI. | Gaming Campus | 16 | Mar 18, 2026 | |
Rush Minutes: Online Shooter In-game content art | We use generative AI tools in a very limited way to create minor in-game image assets and a small amount of marketing materials, always with human oversight and input. All core game content is carefully designed, authored, and curated by our development team to ensure quality and originality. | MORE GAME | - | Mar 18, 2026 | |
Castles & Castellans Store/marketing art | AI might be used to create store and/or library images. | Warsaw Digital | - | Mar 18, 2026 | |
go cycling Store/marketing art | Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright | hgmGame | - | Mar 18, 2026 | |
[HERROR] Gas Station Case In-game content art | AI was used to create some unusual visual assets and makes up less than 0.1% of the entire game. | [HERROR] | 213 | Mar 18, 2026 | |
Civil Purgatory Live AI arttext | Some visual assets, including banners and promotional materials, were created with the assistance of artificial intelligence. All dialogue is generated in real time by artificial intelligence, making each interaction unique and dynamic. | AIGround | 20 | Mar 18, 2026 | |
Microverse In Box Live AI text | The game requires the use of large language models. Players need to purchase APIs of various brand-specific large language models through other channels at their own expense, or deploy large language models locally on their own devices via Ollama to power the game. | Ksana Dock | - | Mar 18, 2026 | |
OctoCraps In-game content audioart | Uses AI generated music and button borders | Pepperoni Network | - | Mar 18, 2026 | |
Ukrainian Warfare: Gostomel Heroes In-game content text | Artificial intelligence was utilized to translate the game's description page into multiple languages besides Russian. | Cats Who Play | 1.8k | Mar 18, 2026 | |
Rift Tavern In-game content audioarttext | We used generative AI tools to assist with the creation of some marketing assets and non-essential game content.
Specifically, AI was used to generate character voice lines via TTS, decorative images for UI or promotional materials, and to assist with writing flavor text and descriptions.
All final content was reviewed and edited by the development team to ensure quality and originality. | TROLLCAVE | - | Mar 18, 2026 | |
HerboVest In-game content art | This title uses generative AI only for pre-generated content. During development, a small set of UI visuals (buttons/icons) and promotional artwork (such as logos and store images) were created with image-generation tools and then manually edited. No AI runs at gameplay time: there is no real-time AI for text, voice, art, levels, NPCs, or moderation. All outputs were reviewed to avoid copyright or trademark infringement and to avoid replicating the style of identifiable living artists. | MontTitanStudio | - | Mar 18, 2026 | |
Noël macabre In-game content audio | Only the soundtrack was generated using artificial intelligence. | North tales studio | - | Mar 18, 2026 | |
Monster Girl Manor In-game content art | We have used AI images and videos (backgrounds etc). All voices are NOT ai, code is NOT ai, music is NOT ai. The game does not generate more ai, it is just the video and image assets. | Xena Alexander | 27 | Mar 18, 2026 | |
Jixo 3: Hidden Horizons Collector's Edition In-game content art | A part of the backgrounds and scenes.
Some elements of the user interface. | MixoGames Ltd. | - | Mar 18, 2026 | |
Hexa Harmony In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
汗青三国 In-game content art | For generating card illustrations only | FarmGameStudio | - | Mar 18, 2026 | |
Lost my Collection of 100 Shells In-game content audio | AI generated Bird Chirping, Music and SFX. | Vaggelis Arabatzoglou | - | Mar 18, 2026 | |
Song of Nanzhao In-game content audioart | The game uses AI as a support tool to generate some of the background music and 2D cutscene images. | Lost Echo | - | Mar 18, 2026 | |
Anime Dream Match: Birds In-game content art | The background images and birds pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
Why Me Store/marketing art | Our game does not use AI in gameplay. AI is only used for marketing materials. | Valmere Games | - | Mar 18, 2026 | |
Luthenia In-game content artcode | During the development of this game, AI tools were utilized to accelerate the production process and to assist a solo developer in realizing their vision. The use of AI was concentrated in two main areas:
Coding and Software Development: This AI language model (Gemini) was used as an assistant for writing, debugging, and refactoring the game's C# scripts for Unity. All code logic, game design, and final architectural decisions were directed by the developer. Code snippets generated by the AI were reviewed and integrated into the project by the developer.
3D Model and Asset Generation: AI-powered image and model generation tools were used to create some of the 3D models and other visual assets in the game. These tools served as a source of inspiration and a starting point to speed up the development workflow. All generated assets were curated, edited, and finalized by the developer to fit the artistic vision of the game.
The creative vision, game design, and the final version of the game were shaped entirely by human direction and effort. | arthurluthen | - | Mar 18, 2026 | |
Pompiers Simulator In-game content art | Some in-game illustrations were initially created using AI-generated images to speed up the creative process. These visuals are now progressively being replaced with original artwork by our artists to better match the game’s style. Eventually, all AI-generated images will be removed from the game. | Vincent Tartar | - | Mar 18, 2026 | |
Birth Of X Store/marketing art | Generated images for some paintings and photographs using AI. | Beshbarmak games | - | Mar 18, 2026 | |
ギャルと優等生と夏休み Gal, Geek and Summer In-game content art | The original illustration is loaded and the illustration is generated by AI. | CyberStep, Inc. | - | Mar 18, 2026 | |
Parcel Frenzy: Get To Work! In-game content audio | As a solo developer, I use AI selectively to speed up my workflow, not to replace creativity, but to support it. For example, I may use AI to assist with generating or processing certain audio files, which are then carefully edited and curated before being included in the game. No 3D assets AI-generated. I believe in using AI as a tool to enhance development, not automate it, and I strive to be transparent about its use. | DeadEagle | - | Mar 18, 2026 | |
Drive Me Nutz Store/marketing art | AI was used to assist in the creation some of the store page marketing materials | GameSmith.tech | - | Mar 18, 2026 | |
命运牌手 Fatecard Wielder Store/marketing text | Some of the materials and text descriptions are created by AI | ZZ | - | Mar 18, 2026 | |
四重奏:高跟鞋,魔法,瑜伽与搜查(Quartet: Heels, Magic, Yoga & The Case) In-game content art | AI graphics are pre processed and will not be rendered during game runtime. | sichongzhou.co | 12 | Mar 18, 2026 | |
Banana of Doom Live AI text | In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player | Playroom | - | Mar 18, 2026 | |
The Hitchhiker's Guide to Seoul in the 21st Century In-game content art | All illustration assets in this game were created using generative AI tools (Whisk and ImageFX). All remaining work required to produce the game—from UI design and editing to layout and event scripting—was manually crafted by the developer. AI-generated content is limited to static illustration assets only, and the game does not include any real-time AI generation features. | Seoul Hitchhiker Studio | - | Mar 18, 2026 | |
Dobro Goranku Unclear artaudio | Generation of audiovisual resources | Moonlabs | 28 | Mar 18, 2026 | |
Money at Play In-game content arttext | Artificial intelligence has been used solely for generating images and translating the different languages for the video game. | PanicForge Studios | - | Mar 18, 2026 | |
Hyperspace Hub Manager Dev only code | Code formatting assisted by Grok. | Uncanny Mercantile | - | Mar 18, 2026 | |
Agents 4 Hire Store/marketing art | I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay. | aa5k | - | Mar 18, 2026 | |
Eurekas In-game content art | Use of AI for placeholder art ingame. | Ubben Ubben Studios | - | Mar 18, 2026 | |
Moonsteel In-game content artaudiocode | AI was used to generate some textures, sounds, and scripts. However, no live AI is used during gameplay — all AI-generated content was pre-rendered. | UncleScrooge | - | Mar 18, 2026 | |
Tiny Terrors In-game content audio | I used generative AI for the in-game music. | shiromi | 47 | Mar 18, 2026 | |
みんなでPhysical TRAIN ~チャムランド国営鉄道~ Store/marketing art | Some images are created using AI. | Cham-gaming | 10 | Mar 18, 2026 | |
My Hooptie In-game content art | Certain artworks displayed within some houses were created using AI. | Mmado | - | Mar 18, 2026 | |
Dimenshot In-game content audio | Some audio files used in the game are temporary AI-generated placeholders and will be replaced in the final version. | Flexberg Games | - | Mar 18, 2026 | |
WilderLands Live AI text | WilderLands uses AI to simulate NPC behavior and societies through reinforcement and deep learning.
AI agents adapt to the environment, form communities, make decisions, and learn over time.
They are not controlled by the player but evolve independently, creating personalized gameplay and unpredictable outcomes. | Laura Person | - | Mar 18, 2026 | |
Gym Simulator Store/marketing art | This game does not include AI-driven gameplay elements. However, the store page features custom artwork generated using artificial intelligence to showcase the game’s theme. | Studio Bolt | - | Mar 18, 2026 | |
Guardian of Altai In-game content artaudio | AI was used in the creation of 2D artwork, as well as music and sound effects in the game. | Surreal Overflow | 18 | Mar 18, 2026 | |
Pizza Restaurant Together Store/marketing art | AI was used in designing the game's logo. | FunPlay Dev | 27 | Mar 18, 2026 | |
The Node Store/marketing art | Some promotional images on the store page were created using generative artificial intelligence tools. | Just'Studio | - | Mar 18, 2026 | |
You Move, I Move Store/marketing text | I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion. | Bird Box Games | 14 | Mar 18, 2026 | |
30 minutes until my brain dies In-game content art | AI was used to create reference images. One scene features several AI-generated images. All other content was created manually. | WanderKokos | - | Mar 18, 2026 | |
EcoNexus Store/marketing art | Some store page and library artworks were created using generative AI. All AI-generated images were manually edited, enhanced, and finalized by the developer. No AI was used for gameplay assets, models, sounds, or UI elements. | sharkMotion_games | - | Mar 18, 2026 |