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.
- Creator
- UncleScrooge
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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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.
The game's intro video and skill icons were produced with the help of generative AI.
AI tools were used to rapidly prototype imagery and narrative beats, while collaborating with human partners to ensure cohesion and polish.
Translate Store page
The promotional images for this game's storefront were created using AI.
Pre-Generated AI: Generative AI was used to create the game icon. Live-Generated AI: There is nothing that is being generated live in real-time by AI.
A few art reference and images were generated using AI tools. All core gameplay, environments, concept art, 2D and 3D animations, paintings and the rest of the game content are fully handcrafted and developed by our team.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style. Our characters are hand drawn by humans. Our objects are hand drawn by humans. All user interface (UI) elements are hand drawn by humans. All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Kayotica includes a unique AI-driven detective system. During certain scenes, players talk to the AI who takes a role of a characters. The AI is limited to the story world and cannot go outside the game’s narrative. Player choices in these moments influence relationships and the upcoming story choices. Some images in the game are AI-generated but are consistent with our characters and our color chart.
This game uses generative AI to create some visual assets. Specifically, we used AI generated artwork for certain marketing materials on the Steam store (capsules, headers, and logos), as well as a limited number of in-game illustrative images. All AI generated content has been reviewed, edited, and approved by our team to ensure originality, consistency, and compliance with Steam’s content policies. The gameplay itself, core art assets, and all game systems were created directly by our team.
AI was used for voice and sound effects.
In the early stages of development, localization uses a mix of AI-assisted translation and human review out of necessity. The shift to full human localization is planned the moment the project can support it.
Generative artificial intelligence has been used only to create a promotional image for the game. This image is part of the marketing material and does not affect the playable content. All game content, including narrative, mechanics, characters, environments and 3D assets, has been developed manually by the team.
Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing.
This game uses Generative AI technology during its development process. Key visual assets, including some character portraits, in-game items, and background scenery, have been created with the assistance of AI tools. This technology was used as a foundation and was then manually curated, edited, and integrated by our artists to ensure it aligns with the game's unique noir art style and narrative tone. Additionally, some marketing and store page assets, such as the capsule artwork, were also created using these tools to maintain a consistent visual identity. There is no live-generation of AI content during gameplay; all content players experience is pre-generated and has been reviewed to fit the game's intended experience.
Image compositions contain AI generated graphical elements.
AI-generated content is used just some sounds
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS.
“Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
🎵 In our game, AI is used exclusively for content creation: • character voice generation, • sound effects creation, • background music writing. AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually. We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay.
Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans.
AI tools have been used to generate concepts for key art and visual style explorations.
Since we don't have graphics designers, we used some AI-generated images for the store page and marketing materials.
Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game.
The game is created by myself. Hand made logic, scripting, scenario, animation and music. As a solo developer, AI was carefully used to help me creating only 3D models and some illustrations.
The store page and menu of the game are an AI-Generated image. I am unfortunately just one person and cannot afford a digital artist.
Some of the game's graphics and music were created using AI.
all art previously generated by AI
There is AI-generated content used only in the store page visuals.
Pre-rendered content generated by AI for use in games, store pages, marketing materials, and community assets. Nothing in the game is generated by AI in real time.
the voice of npc was made by AI
AI tools were used to assist in the creation of the store capsule artwork and language localizations for the game's interface and subtitles.
Let Her Go contains assets that were made with AI or include AI features.
AI tools were used for idea generation and localization support only. All final content was reviewed and manually refined by the developer.
Used AI for store page
I used AI to help create this game, but I draw and I'm a graphic designer. Every image was drawn and colored by hand before being processed through AI software. My goal was truly to take inspiration from series like Love, Death & Robots or Secret Level. None of the stories were created with AI — all narratives were entirely written by hand !!
Only the store capsule photos were created with the help of AI and edited later.
The character voices used in the game were generated by artificial intelligence.
*Translations were generated using AI technology.
Artificial intelligence was used in this game for some visuals, sounds, and 3D models.
One of the image used is generated by AI
AI is planned to be used in some sound effects.
We use AI generated images as an early starting point for some promotional key art and some in game lore portrait images. These images are then edited, retouched, and finalized by a human. No AI is used to live generate content, code, or text during gameplay.
Co-pilot in VS code for code assistance and creating the pre-generated pixel art
AI is used to for the main trailer's naration.
The cover images of this game were designed and created thanks to artificial intelligence.
This game utilizes Generative Artificial Intelligence (AI) to assist in the creation of various visual assets, including textures, family photos, and character facial expressions. Additionally, AI was used for translating in-game dialogues into multiple supported languages. The core gameplay content, 3D models, and programming were crafted manually by the developer
AI tools were used to assist in creating promotional content such as concept art and store visuals. All gameplay, character design, and video previews were created manually in the game engine without the use of AI-generated content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Raid One : 1 vs 5 Online Boss Battle In-game content art | The game's intro video and skill icons were produced with the help of generative AI. | EOAG Games | - | Mar 18, 2026 | |
Mind Faux The First Compliance Unclear arttext | AI tools were used to rapidly prototype imagery and narrative beats, while collaborating with human partners to ensure cohesion and polish. | Pixels2Pixels Studio | - | Mar 18, 2026 | |
Dead World Tales general | Translate Store page | Demiurgames | - | Mar 18, 2026 | |
Fengshen Siege Store/marketing art | The promotional images for this game's storefront were created using AI. | Ocean Ruyi | - | Mar 18, 2026 | |
DarkFactory In-game content art | Pre-Generated AI: Generative AI was used to create the game icon.
Live-Generated AI: There is nothing that is being generated live in real-time by AI. | ShirousagiStudio | - | Mar 18, 2026 | |
Thekku Island In-game content art | A few art reference and images were generated using AI tools. All core gameplay, environments, concept art, 2D and 3D animations, paintings and the rest of the game content are fully handcrafted and developed by our team. | Ales Devs Games | 137 | Mar 18, 2026 | |
Spirit Whisperer Conversation With Akari In-game content art | We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation. | Feeling Potion | - | Mar 18, 2026 | |
Kayotica Live AI text | Kayotica includes a unique AI-driven detective system. During certain scenes, players talk to the AI who takes a role of a characters. The AI is limited to the story world and cannot go outside the game’s narrative. Player choices in these moments influence relationships and the upcoming story choices.
Some images in the game are AI-generated but are consistent with our characters and our color chart. | Kicksoft Studio | - | Mar 18, 2026 | |
Speakeasy Simulator In-game content art | This game uses generative AI to create some visual assets. Specifically, we used AI generated artwork for certain marketing materials on the Steam store (capsules, headers, and logos), as well as a limited number of in-game illustrative images. All AI generated content has been reviewed, edited, and approved by our team to ensure originality, consistency, and compliance with Steam’s content policies. The gameplay itself, core art assets, and all game systems were created directly by our team. | Arcana Games | 35 | Mar 18, 2026 | |
LUNATHREN In-game content audio | AI was used for voice and sound effects. | Ziegler Studio | - | Mar 18, 2026 | |
Good Children Say Grace In-game content text | In the early stages of development, localization uses a mix of AI-assisted translation and human review out of necessity. The shift to full human localization is planned the moment the project can support it. | Denis Morozov | - | Mar 18, 2026 | |
Hope - The Game In-game content art | Generative artificial intelligence has been used only to create a promotional image for the game. This image is part of the marketing material and does not affect the playable content. All game content, including narrative, mechanics, characters, environments and 3D assets, has been developed manually by the team. | sin3rgystudios | - | Mar 18, 2026 | |
The Axolotl Cycle In-game content artaudio | Visual backgrounds and illustrations were partially generated using AI and then manually refined to meet artistic and technical requirements. Some voice lines were also generated using neural voice models, followed by manual editing and final polishing. | STREMOUSOV | - | Mar 18, 2026 | |
Gloomy Clues Remake In-game content art | This game uses Generative AI technology during its development process. Key visual assets, including some character portraits, in-game items, and background scenery, have been created with the assistance of AI tools. This technology was used as a foundation and was then manually curated, edited, and integrated by our artists to ensure it aligns with the game's unique noir art style and narrative tone.
Additionally, some marketing and store page assets, such as the capsule artwork, were also created using these tools to maintain a consistent visual identity.
There is no live-generation of AI content during gameplay; all content players experience is pre-generated and has been reviewed to fit the game's intended experience. | Pixel Paradise | - | Mar 18, 2026 | |
Aegis Protocol In-game content art | Image compositions contain AI generated graphical elements. | Reliq | - | Mar 18, 2026 | |
The Third In-game content audio | AI-generated content is used just some sounds | Manas Games | - | Mar 18, 2026 | |
Memory Trap: Hidden Protocol In-game content art | AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality. | Maple Play Interactive | - | Mar 18, 2026 | |
Crimson System: VɅΔ Protocol In-game content artaudiocode | I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS. | Slamert Games | - | Mar 18, 2026 | |
Dont Hang Up ALPHA 1 In-game content audio | “Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems. | DONT HANG UP FRANCHISE | - | Mar 18, 2026 | |
Dracula: The Last Hunt In-game content art | AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality. | Crisp App Studio | - | Mar 18, 2026 | |
Diagnosis: No Answer In-game content audio | 🎵 In our game, AI is used exclusively for content creation:
• character voice generation,
• sound effects creation,
• background music writing.
AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually.
We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay. | DocPumpkinInc | - | Mar 18, 2026 | |
MONSTER WAR In-game content art | Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans. | BMBK Games | 42 | Mar 18, 2026 | |
Shelf Life Store/marketing art | AI tools have been used to generate concepts for key art and visual style explorations. | NeonGhost Studio | - | Mar 18, 2026 | |
Vault of Fallen Store/marketing art | Since we don't have graphics designers, we used some AI-generated images for the store page and marketing materials. | Hammer Forge Games | - | Mar 18, 2026 | |
Night Sentinel In-game content textart | Artificial intelligence was used to pre-generate texts about objects (e.g. dinosaurs), assist in building the shop page, and create a few AI-generated images in the game. | White Keyframe | - | Mar 18, 2026 | |
Sector 92 In-game content art | The game is created by myself.
Hand made logic, scripting, scenario, animation and music.
As a solo developer, AI was carefully used to help me creating only 3D models and some illustrations. | Katane Production | - | Mar 18, 2026 | |
Evil Superhero Simulator Store/marketing art | The store page and menu of the game are an AI-Generated image. I am unfortunately just one person and cannot afford a digital artist. | Superhero Central | 14 | Mar 18, 2026 | |
Ramona In-game content artaudio | Some of the game's graphics and music were created using AI. | Daniele Doesn't Matter | 44 | Mar 18, 2026 | |
Halloween Waifu In-game content art | all art previously generated by AI | Morf Games | - | Mar 18, 2026 | |
Deep Saturation Store/marketing art | There is AI-generated content used only in the store page visuals. | Panic Panda | - | Mar 18, 2026 | |
ECHO Re:Kill Store/marketing art | Pre-rendered content generated by AI for use in games, store pages, marketing materials, and community assets.
Nothing in the game is generated by AI in real time. | MulPersona | - | Mar 18, 2026 | |
The Last Joy 2 In-game content audio | the voice of npc was made by AI | Napping Penguin | - | Mar 18, 2026 | |
Ironforged In-game content textart | AI tools were used to assist in the creation of the store capsule artwork and language localizations for the game's interface and subtitles. | IronforgeDreams | - | Mar 18, 2026 | |
Let Her Go Unclear | Let Her Go contains assets that were made with AI or include AI features. | Krabbe Studios | - | Mar 18, 2026 | |
拟态残响HollowEcho In-game content text | AI tools were used for idea generation and localization support only. All final content was reviewed and manually refined by the developer. | YesNo Studio | - | Mar 18, 2026 | |
Nightfall Survivor Store/marketing | Used AI for store page | Team KPT | - | Mar 18, 2026 | |
US Visual Novel In-game content arttext | I used AI to help create this game, but I draw and I'm a graphic designer.
Every image was drawn and colored by hand before being processed through AI software.
My goal was truly to take inspiration from series like Love, Death & Robots or Secret Level.
None of the stories were created with AI — all narratives were entirely written by hand !! | Us Studio | - | Mar 18, 2026 | |
CONFRONT Store/marketing art | Only the store capsule photos were created with the help of AI and edited later. | BugBros Studios | - | Mar 18, 2026 | |
Blind Bluff In-game content audio | The character voices used in the game were generated by artificial intelligence. | 4S Games | - | Mar 18, 2026 | |
The Deathmind In-game content text | *Translations were generated using AI technology. | Etnabyte Games | 32 | Mar 18, 2026 | |
Not The End In-game content artaudio | Artificial intelligence was used in this game for some visuals, sounds, and 3D models. | Ert Gaming Studio | - | Mar 18, 2026 | |
Apartment 22 Store/marketing art | One of the image used is generated by AI | Blu Wraith | 21 | Mar 18, 2026 | |
PROJECT OVERLAW In-game content audio | AI is planned to be used in some sound effects. | Entity Overload | - | Mar 18, 2026 | |
Ashes of the Damned: The Forgotten Ward In-game content art | We use AI generated images as an early starting point for some promotional key art and some in game lore portrait images. These images are then edited, retouched, and finalized by a human. No AI is used to live generate content, code, or text during gameplay. | Crimson Cloud Games | - | Mar 18, 2026 | |
Attorney Disbarment Adventure Dev only codeart | Co-pilot in VS code for code assistance and creating the pre-generated pixel art | Ambearth Games | - | Mar 18, 2026 | |
Bodies Left Behind | AI is used to for the main trailer's naration. | LaxieStudios | - | Mar 18, 2026 | |
Nightmare Store/marketing art | The cover images of this game were designed and created thanks to artificial intelligence. | GG.Studio | - | Mar 18, 2026 | |
Pikabuu: STOP! In-game content arttext | This game utilizes Generative Artificial Intelligence (AI) to assist in the creation of various visual assets, including textures, family photos, and character facial expressions. Additionally, AI was used for translating in-game dialogues into multiple supported languages. The core gameplay content, 3D models, and programming were crafted manually by the developer | JoyKeratif | 199 | Mar 18, 2026 | |
Born Without Rights In-game content art | AI tools were used to assist in creating promotional content such as concept art and store visuals.
All gameplay, character design, and video previews were created manually in the game engine without the use of AI-generated content. | Mikhail Shaidulin | - | Mar 18, 2026 |