Some of the text was generated by AI, and all translations except Traditional Chinese were produced by AI.
- Creator
- Crystal Umbrella Studio
- Reviews
- -
- Added
- Mar 18, 2026
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Some of the text was generated by AI, and all translations except Traditional Chinese were produced by AI.
The in-game character illustrations and game music are all generated by AI.
We use generated AI for store texts, in-game texts and speeches to speed up development as we are not native english speakers.
AI translation with manual edited language localization; A few icon pictures;
- Since it is a one-person development game, there is a limit to producing all the directing cinemas, so we replaced the cinema with generative AI images and dialogues. - We used generative AI to create game icons. - Generative AI was used for the background music.
“This game includes a small number of static 3D meshes created with generative AI tools. All environments, gameplay, and narrative content are handcrafted.”
AI tools were used during development to support creative tasks. The game’s cover image was generated using Grok and later manually edited and masked. Voiceovers were created using ElevenLabs. ChatGPT and Grok were used to help brainstorm narrative and dialogue ideas, but all final writing and design decisions were made by the developer. No AI systems are present during gameplay, and players do not interact with or influence any generative AI. All AI-generated content was reviewed and curated before being included in the game or its marketing materials. For more information about how AI, copyright, and trademarks were handled in this project, please see: https://theinfernalist.com/copyright-and-trademarks/
Music and some images, especially the erotic artwork, were created using AI as a visual supplement to the game. I chosed to use AI-generated visuals as it allowed me to dedicate more time and budget to what truly matters - funny and long gameplay.
Some in-game art assets and the game’s logo were created using generative AI tools to support the visual design and overall style of the game.
some interface images for the game were generated
We used generative AI to generate placeholder art for the players and enemies, which we plan to replace before the full release. We also generated sprites for various items.
We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases. Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas. AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team. Generated images are never used as-is in the final product. Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure: originality of the content, respect for copyright, artistic consistency, and compliance with Steam/Valve guidelines. AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game. Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently. This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game.
Some languages were AI translated from English.
This game uses artificial intelligence to create some images and sounds. It is also used to create unique music and songs.
This game uses AI-generated artwork for visual elements such as illustrations and character faces.
The developer describes how AI-generated content is used in the game as follows - Game Title Idea - Base of Main Character Design Concepts - Background Music (BGM) - Some Sound Effects (SFX)
Image, Video & Music is generated by AI technology.
Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools.
AI was used to generate the initial characters.
Artificial intelligence was used to process certain images in the game.
I used generative AI technology to produce some static (pre-rendered) visual assets: - Background photo of the board on the Title/Menu screen - Images of animals in the pop-up speech bubbles - Logos on the 'Achievements' page NO live generation of images/video using AI! NO banned content! All images in my game are considered tasteful & SFW (Safe For Work).
Some secondary multimedia elements were generated and/or modified through AI. All primary gameplay content was human-created.
Some dialogue illustrations and UI images in this game were created using generative AI. These assets are pre-rendered and do not involve live AI generation during gameplay.
〇 Illustration generation for rocks, shrines, torii gates, rain, and some characters 〇 Character transparency processing
The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content.
Some game scripts and minor visual assets were created or refined using generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure originality and consistency with the game's vision.
We used generative AI tools to assist with visual development and world-building. Specifically, we used AI-generated concept art and background compositions as inspiration during early prototyping phases. These assets helped guide the tone and direction of the environments but were later refined or replaced manually to meet performance and visual standards. We also used AI-assisted writing tools to iterate on in-game lore and placeholder dialogues, ensuring consistency in narrative tone. No generative AI was used to create final voice lines or essential gameplay mechanics. All AI-generated content was carefully reviewed, curated, and edited by the development team before inclusion.
Portions of the project were created with AI assistance: select art assets and some in-game commentary were AI-generated, then reviewed and refined by the developer.
AI pre-generated assets only for store and some icons
The background images and primates pictures are pre-rendered AI art
As a small indie team, we use generative AI to boost our productivity, primarily for secondary content such as storefronts, product packaging, billboards, and other elements, along with hand-crafted artwork. Generative AI has also been used for some programming code, secondary text, certain sounds, music, and general creative support. We do not use generative AI to automate core development or large portions of the product.
Some skill icons and the loading background asset are AI-generated and manually refined.
NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements. We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis.
This game uses generative AI only for pre-rendered assets, specifically certain cutscene visuals and the store capsule artwork.
During the development of this game, I used artificial intelligence tools for the following purposes: * Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently. * Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction. Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience.
This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI.
Some graphics were recreated, reworked, or replicated using AI.
Most of the wall paintings and images are AI generated Some meshes are Ai generated like the Cash register, the pizza itself, the texts on the top of the customer like when they don't have the pizzas or they are saying something some of them are generated with AI
The game’s soundtrack and parts of the localization were created with the assistance of generative AI. All AI-assisted content was reviewed and integrated by the developer.
Some UI icons and promotional images are currently generated using AI. They will be refined and updated by the art team at a later stage.
We use AI-generated background images, icons, and sounds within the game.
Artists used AI pipelines to generate scenes in the game.
Some scenes and character illustrations in this game are AI-generated and subsequently refined by artists, with all content compliant with copyright regulations.
Cabin Curse uses generative AI tools to assist with development. Specifically, AI was used to help create early concept art, generate a few ambient music tracks, and design minor in-world details such as product labels on props (e.g., mugs, cereal boxes). No AI is used to generate content during gameplay, and all AI-generated assets were reviewed, edited, and integrated by the developer.
Some sound FX, texture maps, and background characters were initially started with AI, but after that all assets were either reworked, or built entirely from scratch by a trained 3D Artist. The developer is a 3D Artist more than a programmer, and so AI was used for help when building the Blueprints in Unreal Engine.
Generative AI content was used in the following cases: - The main character of the game on the covers of the Steam page - Music in the game - Voice acting in the game - Images for splashes and backgrounds in the game
We use AI-generated textures and background elements for some 3D objects, which are then retouched and implemented in the game.
AI was used to create base textures that were further modified to suit the tone and atmosphere of the game. They were not used without proper amendments and incorporation to the game.
Some UI icons, item artwork, and minor visual elements were generated using AI tools and then edited and refined by the developer.
Some placeholder card art was generated using AI, and was then edited and photobashed to create new images, as are the placeholder boss portraits.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
幽夜少女之鏡 In-game content text | Some of the text was generated by AI, and all translations except Traditional Chinese were produced by AI. | Crystal Umbrella Studio | - | Mar 18, 2026 | |
末日砰砰砰-The final gunshot In-game content artaudio | The in-game character illustrations and game music are all generated by AI. | SHEN LISONG | - | Mar 18, 2026 | |
Dungeon Parkour Block Puzzle Adventure In-game content text | We use generated AI for store texts, in-game texts and speeches to speed up development as we are not native english speakers. | Hetocode | - | Mar 18, 2026 | |
The Elomont Raider In-game content textart | AI translation with manual edited language localization;
A few icon pictures; | Louis & Happy Indie Game Studio | - | Mar 18, 2026 | |
GAYA - The Mystery In-game content arttextaudio | - Since it is a one-person development game, there is a limit to producing all the directing cinemas, so we replaced the cinema with generative AI images and dialogues.
- We used generative AI to create game icons.
- Generative AI was used for the background music. | Dunamis | - | Mar 18, 2026 | |
The Quiet Weight In-game content art | “This game includes a small number of static 3D meshes created with generative AI tools. All environments, gameplay, and narrative content are handcrafted.” | Attic at Night | - | Mar 18, 2026 | |
The Infernalist In-game content artaudiotext | AI tools were used during development to support creative tasks. The game’s cover image was generated using Grok and later manually edited and masked. Voiceovers were created using ElevenLabs. ChatGPT and Grok were used to help brainstorm narrative and dialogue ideas, but all final writing and design decisions were made by the developer.
No AI systems are present during gameplay, and players do not interact with or influence any generative AI. All AI-generated content was reviewed and curated before being included in the game or its marketing materials.
For more information about how AI, copyright, and trademarks were handled in this project, please see: https://theinfernalist.com/copyright-and-trademarks/ | The Infernalist Studios | - | Mar 18, 2026 | |
AlphaFurry 2 In-game content artaudio | Music and some images, especially the erotic artwork, were created using AI as a visual supplement to the game.
I chosed to use AI-generated visuals as it allowed me to dedicate more time and budget to what truly matters - funny and long gameplay. | Red Sasori | - | Mar 18, 2026 | |
Mirror Match In-game content art | Some in-game art assets and the game’s logo were created using generative AI tools to support the visual design and overall style of the game. | Boogygames Studios | - | Mar 18, 2026 | |
PLACE In-game content art | some interface images for the game were generated | PimpGameStudio | 10 | Mar 18, 2026 | |
RogueBite In-game content art | We used generative AI to generate placeholder art for the players and enemies, which we plan to replace before the full release.
We also generated sprites for various items. | Leander Edler-Golla | - | Mar 18, 2026 | |
Choc Tactic for Chess Master In-game content art | We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases.
Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas.
AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team.
Generated images are never used as-is in the final product.
Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure:
originality of the content,
respect for copyright,
artistic consistency,
and compliance with Steam/Valve guidelines.
AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game.
Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently.
This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game. | Pooandplay | - | Mar 18, 2026 | |
Doomriderz In-game content text | Some languages were AI translated from English. | SlicedBlue 3D | - | Mar 18, 2026 | |
YetiParty In-game content artaudio | This game uses artificial intelligence to create some images and sounds. It is also used to create unique music and songs. | MR_REVVA GAMES | 162 | Mar 18, 2026 | |
Cute Warrior Girl (큐트 여전사) In-game content art | This game uses AI-generated artwork for visual elements such as illustrations and character faces. | SEO SOFT | 22 | Mar 18, 2026 | |
Stellar Witch In-game content textartaudio | The developer describes how AI-generated content is used in the game as follows
- Game Title Idea
- Base of Main Character Design Concepts
- Background Music (BGM)
- Some Sound Effects (SFX) | 배머루@결속 | 120 | Mar 18, 2026 | |
Zekertune In-game content artaudio | Image, Video & Music is generated by AI technology. | Zekertopia | - | Mar 18, 2026 | |
The Last Seed In-game content art | Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools. | YebStudio | - | Mar 18, 2026 | |
Tactical2 In-game content art | AI was used to generate the initial characters. | D/Vision Lab s.r.l. | - | Mar 18, 2026 | |
Cats Hidden in the Casino In-game content art | Artificial intelligence was used to process certain images in the game. | MeowSignal | 70 | Mar 18, 2026 | |
SpiralGo In-game content art | I used generative AI technology to produce some static (pre-rendered) visual assets:
- Background photo of the board on the Title/Menu screen
- Images of animals in the pop-up speech bubbles
- Logos on the 'Achievements' page
NO live generation of images/video using AI!
NO banned content!
All images in my game are considered tasteful & SFW (Safe For Work). | Studio 880 | - | Mar 18, 2026 | |
Heart of Ice by Dave Morris In-game content artaudiotext | Some secondary multimedia elements were generated and/or modified through AI. All primary gameplay content was human-created. | Infinite Zone | - | Mar 18, 2026 | |
BIGGEST PIANO In-game content art | Some dialogue illustrations and UI images in this game were created using generative AI. These assets are pre-rendered and do not involve live AI generation during gameplay. | Neruneko | 20 | Mar 18, 2026 | |
祓ノ狐 In-game content art | 〇 Illustration generation for rocks, shrines, torii gates, rain, and some characters
〇 Character transparency processing | あるひと | - | Mar 18, 2026 | |
Ultimate Dunk Shooter In-game content art | The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content. | Berke Uruş | - | Mar 18, 2026 | |
Strange island In-game content textart | Some game scripts and minor visual assets were created or refined using generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure originality and consistency with the game's vision. | Black Bear Studio | - | Mar 18, 2026 | |
UNIT ZERO In-game content arttext | We used generative AI tools to assist with visual development and world-building.
Specifically, we used AI-generated concept art and background compositions as inspiration during early prototyping phases. These assets helped guide the tone and direction of the environments but were later refined or replaced manually to meet performance and visual standards.
We also used AI-assisted writing tools to iterate on in-game lore and placeholder dialogues, ensuring consistency in narrative tone. No generative AI was used to create final voice lines or essential gameplay mechanics.
All AI-generated content was carefully reviewed, curated, and edited by the development team before inclusion. | Christian Velazquez | - | Mar 18, 2026 | |
Stackbound In-game content arttext | Portions of the project were created with AI assistance: select art assets and some in-game commentary were AI-generated, then reviewed and refined by the developer. | Werner Viljoen | - | Mar 18, 2026 | |
Power the Future In-game content art | AI pre-generated assets only for store and some icons | simnetzero-dev | - | Mar 18, 2026 | |
Anime Dream Match: Primates In-game content art | The background images and primates pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
IMPUNES In-game content arttextaudiocode | As a small indie team, we use generative AI to boost our productivity, primarily for secondary content such as storefronts, product packaging, billboards, and other elements, along with hand-crafted artwork. Generative AI has also been used for some programming code, secondary text, certain sounds, music, and general creative support. We do not use generative AI to automate core development or large portions of the product. | 2nibble | - | Mar 18, 2026 | |
Shadow Quest In-game content art | Some skill icons and the loading background asset are AI-generated and manually refined. | Anaheim Works | - | Mar 18, 2026 | |
Advent: Dawn In-game content artaudio | NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements.
We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis. | Spire Games | - | Mar 18, 2026 | |
Chicken Defense In-game content art | This game uses generative AI only for pre-rendered assets, specifically certain cutscene visuals and the store capsule artwork. | Lazy4Games | - | Mar 18, 2026 | |
Astra Industria In-game content codetext | During the development of this game, I used artificial intelligence tools for the following purposes:
* Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently.
* Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction.
Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience. | Regnum Noctis | - | Mar 18, 2026 | |
Proxima Divide In-game content audioart | This game features AI-generated voice performances and crafting item models created with the assistance of generative tools. Promotional artwork, including store page banners, was also generated using AI. | Emberline Studios | - | Mar 18, 2026 | |
Clicker Clicker Treasure Picker In-game content art | Some graphics were recreated, reworked, or replicated using AI. | EYVALON ENTERTAINMENT | - | Mar 18, 2026 | |
Pizzy6 In-game content arttext | Most of the wall paintings and images are AI generated
Some meshes are Ai generated like the Cash register, the pizza itself, the texts on the top of the customer like when they don't have the pizzas or they are saying something some of them are generated with AI | CelestiaDominance | - | Mar 18, 2026 | |
TowerLine In-game content audiotext | The game’s soundtrack and parts of the localization were created with the assistance of generative AI. All AI-assisted content was reviewed and integrated by the developer. | Melih Solt | - | Mar 18, 2026 | |
长生 In-game content art | Some UI icons and promotional images are currently generated using AI. They will be refined and updated by the art team at a later stage. | Leo | - | Mar 18, 2026 | |
Pro Eleven In-game content artaudio | We use AI-generated background images, icons, and sounds within the game. | DONTEL | 91 | Mar 18, 2026 | |
Chaotic Love and Sex In-game content art | Artists used AI pipelines to generate scenes in the game. | Grumpy Carrot Gaming | - | Mar 18, 2026 | |
指尖的心动密码 In-game content art | Some scenes and character illustrations in this game are AI-generated and subsequently refined by artists, with all content compliant with copyright regulations. | Play Boy Studio | - | Mar 18, 2026 | |
Cabin Curse In-game content artaudiotext | Cabin Curse uses generative AI tools to assist with development. Specifically, AI was used to help create early concept art, generate a few ambient music tracks, and design minor in-world details such as product labels on props (e.g., mugs, cereal boxes). No AI is used to generate content during gameplay, and all AI-generated assets were reviewed, edited, and integrated by the developer. | Rotten Rabbit | - | Mar 18, 2026 | |
Space Alien Hangar In-game content artaudio | Some sound FX, texture maps, and background characters were initially started with AI, but after that all assets were either reworked, or built entirely from scratch by a trained 3D Artist. The developer is a 3D Artist more than a programmer, and so AI was used for help when building the Blueprints in Unreal Engine. | Gametrip | - | Mar 18, 2026 | |
Delivery Up Together In-game content artaudiotext | Generative AI content was used in the following cases:
- The main character of the game on the covers of the Steam page
- Music in the game
- Voice acting in the game
- Images for splashes and backgrounds in the game | Artem Breineng | 11 | Mar 18, 2026 | |
Still It Runs In-game content art | We use AI-generated textures and background elements for some 3D objects, which are then retouched and implemented in the game. | NAYUG | 70 | Mar 18, 2026 | |
SAS: Heks In-game content art | AI was used to create base textures that were further modified to suit the tone and atmosphere of the game. They were not used without proper amendments and incorporation to the game. | ZenVision Games | - | Mar 18, 2026 | |
HamsterCraft In-game content art | Some UI icons, item artwork, and minor visual elements were generated using AI tools and then edited and refined by the developer. | 25 Crimson | - | Mar 18, 2026 | |
Final Notice In-game content art | Some placeholder card art was generated using AI, and was then edited and photobashed to create new images, as are the placeholder boss portraits. | Friend | - | Mar 18, 2026 |