The game banner was generated with AI based on a screenshot taken from our game. We chose a graphical style different from the one in-game. We also used IA to generate musics for our game.
- Creator
- 1mPaCt' (JSD)
- Reviews
- -
- Added
- Mar 18, 2026
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The game banner was generated with AI based on a screenshot taken from our game. We chose a graphical style different from the one in-game. We also used IA to generate musics for our game.
遊戲裡有幾張惡搞的虛構電視劇畫面的圖片
Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release.
部分人物头像为AI生成
Character voice acting contains AI voice.
d-id was used to generate the game's cutcine videos.
The English synthetic voices have been developed using AI technology.
We use graphical asset generation for items like Menus, Backgrounds, or any assets which will help improve the User Interface. All AI generated content is carefully reviewed, regulated, and adjusted to fit our game before being rendered.
The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated. All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience.
Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools.
The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas. Cinematics & Visuals Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery. Audio & Voice Performances Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape. Writing & Localization Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages. All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy.
We use AI in creation of some images of our game and in our Community Items. For example the infamous "Sinner Santa", owes it's image to the AI.
"My game leverages Generative Artificial Intelligence (AI) technologies to dynamically create and enhance several aspects of the visual experience. Specifically, I use AI for: Application Icon: The game's icon is generated with AI, offering a unique and engaging visual that reflects the game's theme and atmosphere. Mouse Cursor Replacement: I've designed AI-generated mouse cursors that adapt to different game environments and contexts, providing a seamless and immersive interaction experience. GUI Sprites: Certain elements of the game's graphical user interface (GUI) are created using AI, allowing for a diverse and dynamic presentation that evolves based on gameplay and player choices. I am committed to ensuring that all AI-generated content adheres to Steam's standard store requirements. To this end, I have implemented robust guardrails to prevent the generation of inappropriate or illegal content within my game. I have conducted thorough testing to ensure that the AI behaves as intended, and I continuously monitor and update my AI systems to maintain the highest standards of content integrity and respect for copyright. Furthermore, I encourage our community to report any instances of inappropriate or unexpected AI-generated content through the Steam Overlay's reporting tools. I am dedicated to addressing any such issues promptly to ensure a positive and respectful gaming environment for all players. My use of AI is aimed at enhancing the visual appeal and interactivity of my game, making each player's experience unique and engaging. I believe that this innovative approach to game design will offer players a fresh and dynamic gaming experience."
Some of the original art designs in the game referenced AI-generated content.
I have used AI art generation for some of the game's assets.
Image generation is used for in-game elements such as posters
- Capsule images: The images were created by a professional artist who partially used AI - Title screen: The background image on the title screen was partially AI generated
The original appearance of the art was recreated using AI and further refined by humans
Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times. All core game content has been carefully designed and curated by our team to ensure quality and originality.
Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert.
This game uses generative AI during its development to create a limited number of pre-rendered assets. Specifically, some of the static loading screen art was created with the assistance of AI tools. All of these assets were finalized and reviewed by our team before the game's release to ensure they meet quality standards and adhere to Steam's content policies. There is no live or real-time AI generation of content while the game is running.
The card images in the game are obtained through AI drawing
We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues.
Some translations are AI-generated.
Some sprites in game were created with the use of AI.
AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product. AI was used to assist with minor code segments and some dialogue lines.
As an independent developer, I use AI during development as a learning and workflow assistant. It helps me understand tools, write a small portion of code, and polish some localization. All final content in the game is personally reviewed and tested.
The characters dialogue sound clips were pre-generated using AI.
Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists.
Voiceovers are AI generated
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans. We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation.
We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game.
AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page.
Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation. AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team.
Starting with the version 1.3 patch, AI tools were used to make minor translation updates to French, Spanish and German text in conjunction with a review by a professional.
AI is used to generate text for some specific NPCs with non-interactive dialogue.
Contains a certain amount of art, game textures, and radio music generated or assembled using AI.
Some elements of the images were textured using AI.
The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models.
It generate some in-game graphics.
Generative AI was used to create music and sound effects for the game.
Capsule image Ingame Texts Ingame Images
The game's art assets and code content were all generated by AI.
The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded).
Generative AI is used for translations into languages I do not master and to create early 3D model prototypes. These prototypes are manually refined before being integrated into the game. No generative AI is used during gameplay or to dynamically generate in-game content.
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
We have used open source LLMs trained on our game's lore and dialogue to generate quests. We have used our own private NeRF systems to generate some 3D models. Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system.
During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry. These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team.
Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Escape Hades's jails VR In-game content artaudio | The game banner was generated with AI based on a screenshot taken from our game. We chose a graphical style different from the one in-game.
We also used IA to generate musics for our game. | 1mPaCt' (JSD) | - | Mar 18, 2026 | |
生嚿叉燒好過生你 In-game content art | 遊戲裡有幾張惡搞的虛構電視劇畫面的圖片 | 無厘頭遊戲工作室 | 282 | Mar 18, 2026 | |
Squat Ops In-game content textaudio | Development content uses AI for narrative elements (like audio). This is intended to be replaced prior to release. | Parasol Corp | - | Mar 18, 2026 | |
大宋英雄传(SongHeros) In-game content art | 部分人物头像为AI生成 | LazyManGameStudio | 159 | Mar 18, 2026 | |
Finding Anastasia In-game content audio | Character voice acting contains AI voice. | AK Studio | 40 | Mar 18, 2026 | |
Entities In-game content art | d-id was used to generate the game's cutcine videos. | Danilo Willian | - | Mar 18, 2026 | |
GINKA In-game content audio | The English synthetic voices have been developed using AI technology. | Frontwing | 2.6k | Mar 18, 2026 | |
Nephilim Uprising In-game content art | We use graphical asset generation for items like Menus, Backgrounds, or any assets which will help improve the User Interface.
All AI generated content is carefully reviewed, regulated, and adjusted to fit our game before being rendered. | RealityPatch Studios LLC | - | Mar 18, 2026 | |
Dash Or Die In-game content art | The game’s logo + the achievment logos was generated using AI and then manually edited and finalized by the developer. No gameplay, art, or audio content was AI-generated.
All in-game content was manually created. The AI-generated logo does not affect gameplay or user experience. | Clocknotionstudio | - | Mar 18, 2026 | |
Stream or Die! In-game content textart | Some in-game content, such as simulated chat spam and cutscene art in WISH (as befits the narrative) was created with the assistance of AI powered tools. | Taming Dragons | - | Mar 18, 2026 | |
The Dark Cowboy In-game content artaudiotext | The Dark Cowboy is a solo-developed project created over several years in Unreal Engine. To achieve a cinematic experience as a single creator, AI tools were integrated into the production workflow in a few specific areas.
Cinematics & Visuals
Generative AI tools assisted in creating visual material for cinematic sequences, as well as static artwork for loading screens and promotional imagery.
Audio & Voice Performances
Character dialogue is performed using voice models derived from licensed human voice performances, alongside select atmospheric tracks to enhance the game’s immersive soundscape.
Writing & Localization
Language models assisted with editorial review of scripts and helped produce translations across the game's 14 supported languages.
All such elements were carefully directed, manually refined, and integrated by the developer to ensure they fully support the atmosphere and storytelling of The Dark Cowboy. | Valezart | - | Mar 18, 2026 | |
Storage Hustle In-game content art | We use AI in creation of some images of our game and in our Community Items. For example the infamous "Sinner Santa", owes it's image to the AI. | Broken Clock | 1.5k | Mar 18, 2026 | |
Santaower Defense In-game content art | "My game leverages Generative Artificial Intelligence (AI) technologies to dynamically create and enhance several aspects of the visual experience. Specifically, I use AI for:
Application Icon: The game's icon is generated with AI, offering a unique and engaging visual that reflects the game's theme and atmosphere.
Mouse Cursor Replacement: I've designed AI-generated mouse cursors that adapt to different game environments and contexts, providing a seamless and immersive interaction experience.
GUI Sprites: Certain elements of the game's graphical user interface (GUI) are created using AI, allowing for a diverse and dynamic presentation that evolves based on gameplay and player choices.
I am committed to ensuring that all AI-generated content adheres to Steam's standard store requirements. To this end, I have implemented robust guardrails to prevent the generation of inappropriate or illegal content within my game. I have conducted thorough testing to ensure that the AI behaves as intended, and I continuously monitor and update my AI systems to maintain the highest standards of content integrity and respect for copyright.
Furthermore, I encourage our community to report any instances of inappropriate or unexpected AI-generated content through the Steam Overlay's reporting tools. I am dedicated to addressing any such issues promptly to ensure a positive and respectful gaming environment for all players.
My use of AI is aimed at enhancing the visual appeal and interactivity of my game, making each player's experience unique and engaging. I believe that this innovative approach to game design will offer players a fresh and dynamic gaming experience." | A tempo Games | - | Mar 18, 2026 | |
伪神的弃牌 In-game content art | Some of the original art designs in the game referenced AI-generated content. | Night Owl Games | 69 | Mar 18, 2026 | |
Deck of Darkness: Infernal Depths In-game content art | I have used AI art generation for some of the game's assets. | Morgan Caraway | - | Mar 18, 2026 | |
MERROR In-game content art | Image generation is used for in-game elements such as posters | TAMAGOSHA | 35 | Mar 18, 2026 | |
Juna - The Dreamwalker In-game content art | - Capsule images: The images were created by a professional artist who partially used AI
- Title screen: The background image on the title screen was partially AI generated | WinterLyrics | - | Mar 18, 2026 | |
Kukuevo In-game content art | The original appearance of the art was recreated using AI and further refined by humans | ProjectKukuevo | 160 | Mar 18, 2026 | |
Pixel Gun 3D: PC Edition In-game content art | Generative AI tools have been applied by development team in process of creation of parts of very limited in-game graphic assets and in certain marketing materials with considerable limitations and human overview and input at all times.
All core game content has been carefully designed and curated by our team to ensure quality and originality. | Cubic Games Studio | 23.5k | Mar 18, 2026 | |
Der Anzeigenhauptmeister In-game content text | Alle Sätze der Sprecher im Spiel sind mit einer Text to Speech Software KI generiert. | Skotty Productions | 24 | Mar 18, 2026 | |
Bridge Hunter In-game content art | This game uses generative AI during its development to create a limited number of pre-rendered assets. Specifically, some of the static loading screen art was created with the assistance of AI tools.
All of these assets were finalized and reviewed by our team before the game's release to ensure they meet quality standards and adhere to Steam's content policies. There is no live or real-time AI generation of content while the game is running. | Double Light | 11 | Mar 18, 2026 | |
骑士派对 In-game content art | The card images in the game are obtained through AI drawing | ChangGe | - | Mar 18, 2026 | |
THEORY In-game content arttext | We used AI to create the game icon and background image for the main page. Also, we took inspiration from AI for some texts and dialogues. | Muhammet Esat BÜYÜKBULUT | 24 | Mar 18, 2026 | |
Sweet Dreams In-game content text | Some translations are AI-generated. | HowWolf | - | Mar 18, 2026 | |
Wings of Redemption In-game content art | Some sprites in game were created with the use of AI. | Nukeborn Studio | 12 | Mar 18, 2026 | |
Dead Underworld In-game content arttextcode | AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product.
AI was used to assist with minor code segments and some dialogue lines. | Manmachina | - | Mar 18, 2026 | |
九条命 In-game content codetext | As an independent developer, I use AI during development as a learning and workflow assistant.
It helps me understand tools, write a small portion of code, and polish some localization.
All final content in the game is personally reviewed and tested. | Yoyiyo Studio | - | Mar 18, 2026 | |
Noga In-game content audio | The characters dialogue sound clips were pre-generated using AI. | Ilan Manor | - | Mar 18, 2026 | |
All in Abyss: Judge the Fake In-game content art | Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists. | ACQUIRE Corp. | 366 | Mar 18, 2026 | |
D-Day VR Museum In-game content audio | Voiceovers are AI generated | Lichtblau IT | 15 | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
Nothorian In-game content arttext | Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans.
We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation. | Raghnar | 10 | Mar 18, 2026 | |
The Dream Office In-game content audioart | We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game. | BEPLAYER | 50 | Mar 18, 2026 | |
Demonsomnia In-game content art | AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page. | Demonsomnia Team | 280 | Mar 18, 2026 | |
Angel Guardian In-game content textartaudio | Angel Guardian was developed with the help of AI tools across our creative pipeline — including story development, dialogue, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music iteration, and voice experimentation.
AI acted as a creative accelerator, allowing us to rapidly test ideas, refine systems, and expand the scope of our world. All content was directed, curated, and finalized by our human development team. | Corgee inc | - | Mar 18, 2026 | |
STORY OF SEASONS: Grand Bazaar In-game content text | Starting with the version 1.3 patch, AI tools were used to make minor translation updates to French, Spanish and German text in conjunction with a review by a professional. | Marvelous Inc. | 1.3k | Mar 18, 2026 | |
Trolddom In-game content text | AI is used to generate text for some specific NPCs with non-interactive dialogue. | Plant Based Games | 198 | Mar 18, 2026 | |
ESCAPELAND In-game content artaudio | Contains a certain amount of art, game textures, and radio music generated or assembled using AI. | eX Software | - | Mar 18, 2026 | |
Shadows Labyrinth In-game content art | Some elements of the images were textured using AI. | Kratos Games | - | Mar 18, 2026 | |
Blood Midnight Blossom In-game content art | The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models. | podval01 | - | Mar 18, 2026 | |
Dating after becoming a Vtuber In-game content art | It generate some in-game graphics. | FirePillar2 | - | Mar 18, 2026 | |
Lunch In-game content audio | Generative AI was used to create music and sound effects for the game. | Gamer Time Zone | - | Mar 18, 2026 | |
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
焚鸾:误红妆 In-game content artcode | The game's art assets and code content were all generated by AI. | Villain Role | - | Mar 18, 2026 | |
Gore Doctor In-game content arttext | The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded). | Salient Games | 17 | Mar 18, 2026 | |
Whisper of the Swallows In-game content textart | Generative AI is used for translations into languages I do not master and to create early 3D model prototypes. These prototypes are manually refined before being integrated into the game. No generative AI is used during gameplay or to dynamically generate in-game content. | Blown Leaves | 181 | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Abyss In-game content textart | We have used open source LLMs trained on our game's lore and dialogue to generate quests.
We have used our own private NeRF systems to generate some 3D models.
Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system. | Old World Labs | 34 | Mar 18, 2026 | |
Method Of Entry In-game content art | During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry.
These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team. | Attack Dog Studios™ | - | Mar 18, 2026 | |
Runes of Aereal In-game content art | Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme. | Bart Alluyn | - | Mar 18, 2026 |