Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
- Creator
- KolaCape
- Reviews
- 21
- Added
- Jun 30, 2026
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Interactive or runtime AI features disclosed by the developer.
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Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game. These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows.
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer.
Part of the English localization.
To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines.
Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Mythic Battle uses generated images for character art within card frames to enable design flexibility.
Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay.
Some game image assets were created using AI.
This game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
A few icons and images were created with the assistance of generative AI and then manually edited and refined.
Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play. We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led. The game does not run any AI or collect player data during gameplay.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
AI tools were used during development to assist with the creation of some capsule images and illustrations. No live-generated AI content is used.
Codex, powered by ChatGPT, was used as a coding assistant during development. I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free.
The game currently relies on AI for some UI Art Assets, programming, and sound effects.
Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually.
Hammered Heroes is a solo-developed game, with all design, direction, and gameplay built by one developer. Some 2D art assets (such as sprites and capsule art) were created with the help of generative AI image tools, then edited and assembled by the developer.
RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel. I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it.
Used for text translation.
This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay.
The game was helped by Generative AI in part of the image and code writing.
Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。 具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。
A small number of assets have been created with AI assistance as well as some of the marketing text on the store page.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for: - Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer. - Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts. - Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts. All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
Peasant voices are made with AI.
Our development process makes use of generative AI tools for internal tasks such as early concept exploration - both for the game and marketing assets, as well as workflow automation. All final game assets are created by our team without AI-generated content.
This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo. Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page.
As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience.
Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements.
AI was used to generate the capsule art
This game is using generative AI for all the pictures in the game.
On some card illustrations, ui panel borders.
Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created.
The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI.
Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI.
During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases.
AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game.
This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation. Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music. AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system. The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI.
AI was used to create banner images and promotional material for the game
Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine.
Generative AI was used to create certain visual assets, including the storefront/marketing artwork, main menu background, loading screens, image-based cutscenes, and a couple of background 3D meshes. All programming and narrative design were developed manually.
The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
Manala In-game content art | As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game.
These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows. | Kilbirivi | - | Jun 30, 2026 | |
Galatria In-game content artaudio | some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools. | Hofmann Andreas | - | Jun 30, 2026 | |
OVERHEAT PROTOCOL In-game content artaudio | Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer. | Rene Studios | - | Jun 30, 2026 | |
Carmagist In-game content text | Part of the English localization. | Usaoi Games | - | Jun 30, 2026 | |
Arensia In-game content artaudio | To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines. | JnJSoft | - | Jun 30, 2026 | |
황구 키우기 In-game content arttext | Some of this game's content was created with the help of generative AI tools, including certain illustrations, in-game background art, and portions of the in-game text and its translations. All AI-generated content was produced during development and reviewed by the developer before release. The game does not generate any content in real time during play. | NION | - | Jun 30, 2026 | |
Huntervania In-game content art | Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI. | Dubcherry | - | Jun 30, 2026 | |
Mythic Battle In-game content art | Mythic Battle uses generated images for character art within card frames to enable design flexibility. | Golden Forge Entertainment | - | Jun 30, 2026 | |
Skill Cheater In-game content art | Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay. | EagleOwl Studio | - | Jun 30, 2026 | |
死亡矩阵房间 In-game content art | Some game image assets were created using AI. | Moyu Studio | - | Jun 30, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
SqueakOut In-game content art | A few icons and images were created with the assistance of generative AI and then manually edited and refined. | Remillepattes | - | Jun 29, 2026 | |
FrontierCraft In-game content audiocode | Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay. | Innershed | - | Jun 29, 2026 | |
Horn of the Warlord In-game content art | Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork. | MagicKrol | - | Jun 29, 2026 | |
Nowhere Dawn Store/marketing art | AI tools were used during development to assist with the creation of some capsule images and illustrations.
No live-generated AI content is used. | GiantK Games | - | Jun 29, 2026 | |
Mindscape Dev only code | Codex, powered by ChatGPT, was used as a coding assistant during development.
I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free. | Vladlen Manshin | - | Jun 29, 2026 | |
Crim Ludus In-game content artaudiocode | The game currently relies on AI for some UI Art Assets, programming, and sound effects. | Hawk Vision Games LLC | - | Jun 28, 2026 | |
Arenfall In-game content art | Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually. | Enjoy | - | Jun 28, 2026 | |
Hammered Heroes In-game content art | Hammered Heroes is a solo-developed game, with all design, direction, and gameplay built by one developer. Some 2D art assets (such as sprites and capsule art) were created with the help of generative AI image tools, then edited and assembled by the developer. | David Gamble | - | Jun 28, 2026 | |
RoguePunk In-game content artaudio | RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel.
I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it. | Massif interactive | - | Jun 28, 2026 | |
BRAYZ In-game content text | Used for text translation. | studio nu | - | Jun 28, 2026 | |
Tamo&Tamer In-game content art | This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay. | OFFtheREAL | - | Jun 28, 2026 | |
Ghost Exorcist Unclear artcode | The game was helped by Generative AI in part of the image and code writing. | RushRaid Studio | - | Jun 28, 2026 | |
The Last Banner Dev only artcode | Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day. | Inversion Theory Games | - | Jun 28, 2026 | |
Lords of the World In-game content art | Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game. | GVA Games | - | Jun 28, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
Hills Cry In-game content art | 本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。
具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。 | 愚の衆 | - | Jun 28, 2026 | |
Umbral Adventures Store/marketing text | A small number of assets have been created with AI assistance as well as some of the marketing text on the store page. | Umbral Adventures | - | Jun 28, 2026 | |
DeepRise In-game content artaudio | Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand. | Max Karnaukh | - | Jun 28, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
The Rifted Skies Dev only arttext | Our development process makes use of generative AI tools for internal tasks such as early concept exploration - both for the game and marketing assets, as well as workflow automation. All final game assets are created by our team without AI-generated content. | DreamVR | - | Jun 28, 2026 | |
Another Slop Game In-game content art | This product uses generative AI only for a limited amount of pre-generated visual assets. These include certain user interface artwork used in the game menus, as well as some promotional/store page visual assets such as header images and the game logo.
Generative AI is not used to generate gameplay, characters, levels, story content, player-facing text, or any real-time content during gameplay. All AI-assisted assets are manually reviewed, edited where necessary, and selected by the developer before being included in the product or its store page. | DAEVON | - | Jun 28, 2026 | |
Mycelium Conquest: Mitosis In-game content art | As a solo developer, I used AI tools as a foundation to expand the game's scope, manually refining and finalizing every asset to ensure the final result is a high-quality, handcrafted experience. | YCF Productions | - | Jun 28, 2026 | |
Cues From The Past In-game content audio | Some assets in this game were assisted by generative AI tools during development, including parts of the audio and other elements. | Zrmdov | - | Jun 28, 2026 | |
A Roguelike Tower Defense Store/marketing art | AI was used to generate the capsule art | Slime Picnic Games | - | Jun 28, 2026 | |
Silesian Wars In-game content art | This game is using generative AI for all the pictures in the game. | GenuiTX Bittner | - | Jun 28, 2026 | |
Apprentice Ascending In-game content art | On some card illustrations, ui panel borders. | Bluebuck | - | Jun 28, 2026 | |
华夏古战略 In-game content arttext | Most character avatars, icons and in-game buildings are generated or modified with AI tools. Building names and certain text content are AI-generated, while all remaining assets are manually created. | 戴军君 | - | Jun 28, 2026 | |
The Inducted In-game content art | The Inducted uses generative AI tools in a limited capacity. Some user interface icons and elements in-game were created with the assistance of generative AI. Additionally, the store capsule artwork was composed by a professional artist who incorporated some AI-generated elements among hand-crafted components. All gameplay, characters, environments, and audio are created without generative AI. | Vilo Games | - | Jun 28, 2026 | |
Centuria Quest In-game content arttextcode | Generated background Images for the battlefield with AI. Assisted coding with AI. Translations done with AI. | Kalemodo | - | Jun 28, 2026 | |
HIGH ROLLER : Dicey Survivors Dev only code | During the development process of this game, generative AI (LLM) tools were utilized as a coding assistant in the coding and software architecture phases. | Ruhan Games | - | Jun 28, 2026 | |
CURSOR SLASH In-game content audio | AI-assisted tools were used only to help create some sound assets. All audio was carefully reviewed and approved by the developer before being included in the game. | salt caffeine | - | Jun 28, 2026 | |
Multi-Tactics: 豊葦原星記 -蒸気の章- In-game content artaudiocode | This game uses generative AI tools during development to create or assist with some pre-generated content. This includes code assistance, visual asset creation, and music creation.
Generative AI tools are used to assist with programming during development, to create or assist with character artwork, background artwork, store page graphics, Steam community assets, and marketing materials, and to create or assist with background music.
AI-assisted assets and code are reviewed, edited, and integrated by the developer before release. The game does not use generative AI to generate real-time content during gameplay, and players do not directly interact with a generative AI system.
The “combat AI” described in the game is a gameplay system that controls enemy behavior and tactical decision-making. It is not generative AI. | Mottie Mortimer Game Studio | - | Jun 28, 2026 | |
Click and Cast Store/marketing art | AI was used to create banner images and promotional material for the game | Xeurik | - | Jun 28, 2026 | |
Ashen Crown In-game content artaudiocode | Ashen Crown was built almost entirely with the help of generative AI. The game's code was written through conversation with an AI assistant (Claude), with me directing, correcting, testing, and deciding what the game should be. All in-game visuals are drawn in code rather than created by an artist, and the sound and music were generated with AI as well. No third-party art, audio, or text assets were used. AI was a tool throughout development; the design, direction, and final decisions are mine. | Quahjit | - | Jun 28, 2026 | |
Covid-26 In-game content art | Generative AI was used to create certain visual assets, including the storefront/marketing artwork, main menu background, loading screens, image-based cutscenes, and a couple of background 3D meshes. All programming and narrative design were developed manually. | DevLoneGames | - | Jun 28, 2026 | |
We Grow Together In-game content arttext | The developer used generative AI tools during development to assist in creating pre-generated assets, including concept art for backgrounds and placeholder text assets. None of the AI content is generated in real-time during gameplay. | Mr.Panda01 | - | Jun 28, 2026 | |
Nonogram Detective In-game content | This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game. | Detective Barry | - | Jun 28, 2026 | |
1930: Tinta & Balas In-game content art | The developer used generative AI tools during the development process to assist in creating visual assets and concept art. All content in the final game is pre-rendered and static; the game does not generate new content in real-time or connect to external AI services during execution. | CronusDev | - | Jun 28, 2026 |