We use AI to create pictures for the store.
- Creator
- Tevniyal Studios
- 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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We use AI to create pictures for the store.
AI generated images were used to create the base art for cards and maps, which were then edited by a human to meet the standards and match the thematic presentation of the game.
Icons for achievements generated by AI.
AI was used to create marketing materials and for localization.
Use of AI for title screen background, some in-game voice acting, and game icon.
Images for store, marketing, and announcement pages are AI-Supported creations.
Using AI allowed us to translate ANGST into the following languages: French, Italian, Spanish, Portuguese, Russian, Simplified Chinese, Japanese and Turkish.
AI Driven Text to Speech Generation Some Images are created by AI
Some in-game images were created using generative AI.
Some backgrounds, textures and assets have a significant amount of AI mixed with handrawn artwork.
AI Generated Capsule and Library Images
Potentially using software, to assist in audio creation.
This game's English translation uses generative AI.
We got help from AI in creating the game content and dialogues.
We have inclusions that contain a small amount of use of AI, described below: 1. The background of the "city wall" after the game login interface is an image generated using AI. 2. The Icon in the game is an image generated by AI. 3. The icons for "Moth Factory" and "Spider Factory" are AI-generated images.
Only the music featured in the promotional trailer for this game was produced using generative AI. Additionally, generative AI was used to assist with translation of certain texts. There is no real-time content creation, gameplay, or use of generative AI in the game itself. Generative AI is not used in the creation of any in-game mechanics, text, graphics, or assets.
The images of relic items in the game are generated by AI.
Just the icons and store page art none of the actual game is AI generated in any way or contains any AI within it
The game uses AI to increase the resolution of some graphical assets and also uses AI to generate some graphical assets (like trees, clouds, building, etc.) in its main stages.
Some Icons in the game.
"Mutation" contains a few sporadic elements generated through AI, but all of them have been refined and enhanced by human work to ensure high quality.
In our game, new designs can be made using pre-prepared AI visuals.
Some art resources are generated by AI
Snow mountain backgrounds are generated by AI.
The use of AI in the development process has been strictly limited to translation purposes. All graphical assets and code have been exclusively created by professional developers and artists, with no exceptions. And also no AI-generated content has been utilized in the production of these elements.
Generative AI was used to create artwork for this game.
We are developing our own in-house machine-learning model which is trained on publicly available open-source data and vetted to prevent the use of any copyrighted material. This ML model is used to generate base terrain maps in Unreal Engine 5 which are then populated procedurally with custom made assets such as the trees, rivers, rocks, and hills you explore. Our artists and designers use our ML model to allow us to generate 64km2 maps that look and feel natural and realistic. The game generates a new map offline on your system every time you play.
AI is used for prerendered textures in the game and also for translations of languages, the manuals, and images for example like achievements, trading cards etc.
Carceri's story portrays a world made by programs, for programs. While ALL the writing, music, and 3D art in this game was created by a single human being, there is an Art Gallery in-game that contains 50 images, 17 of which have been generated by AI, (that are all clearly marked as such). These are fictionally portrayed as art works created by the characters (programs) of this world. No names of modern, living artists were used to generate these images. The prompts were words such as: Hudson River school, old masters, Delacroix, robots, abstract geometry, landscape. From there, I photo-shopped all images so that none are 100% unaltered from the generation process. Acknowledging generative imagery's existence is important to the world-building and meta-narrative of Carceri, so this was the fairest way I could think to include a small dose of these works, which are divisive by their very nature.
This game uses generative AI to assist in the creation of certain visual assets.
Generative AI was used to create some parts of the images for the Steam page
Artificial Intelligence was used to generate drafts of written content and images, then we parsed the results, selected and arranged the most valuable assets to be in this game.
The background music (BGM) in the game is generated by AI.
Players will not use AI directly, I only used AI to generate some of the game's illustrations.
We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future.
Some of the AI art will be generated from images that I took myself and other images that I have the licenses to use. Lore/text in the game is NOT AI generated nor is it inspired by AI. All is human created. AI is used for images only. Note: If this changes after the game is launched, I will let make announcement and provide a list of content that's has AI generated text, if it changes before launch then it'll be updated here.
AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage.
我使用sunoAI来制作我游戏的音乐
We used ai generated contents just for capsule images.
Use of AI as General creative aid in development and for some assets
We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements.
welcome picture and the surfaces of the planets are generated using AI
We utilize AI technology to create fashion picture and store asset images.
Voices AI
Some paintings.
Silks of Mind only uses AI-generated images for promotional artwork and a small percentage of in-game assets.
I've used AI to help create concept art, help outline some general story and eventually voice acting until I can afford to pay someone to do all of those things.
This game makes use of pre-generated, developer reviewed AI landscape images.
In the early stages of game development, we utilized AI technology to generate NPC voice-overs, scene skyboxes, and song covers to enhance the gaming experience. Based on user feedback, we will consider making optimizations and replacements in the official release. We look forward to your valuable input!
some pictures
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Clash at the Crossroads Store/marketing art | We use AI to create pictures for the store. | Tevniyal Studios | - | Mar 18, 2026 | |
Annuit Coeptis In-game content art | AI generated images were used to create the base art for cards and maps, which were then edited by a human to meet the standards and match the thematic presentation of the game. | SLAQ Games | - | Mar 18, 2026 | |
BMX Wild Run In-game content art | Icons for achievements generated by AI. | randomspin | - | Mar 18, 2026 | |
Sentinel Agency In-game content textart | AI was used to create marketing materials and for localization. | Phantomedia | - | Mar 18, 2026 | |
Late Night At Hank's In-game content artaudio | Use of AI for title screen background, some in-game voice acting, and game icon. | Hank Bloodshadow | - | Mar 18, 2026 | |
Train Simulator Store/marketing art | Images for store, marketing, and announcement pages are AI-Supported creations. | Sentric | - | Mar 18, 2026 | |
ANGST: A TALE OF SURVIVAL In-game content text | Using AI allowed us to translate ANGST into the following languages: French, Italian, Spanish, Portuguese, Russian, Simplified Chinese, Japanese and Turkish. | Cherrypick Games | 211 | Mar 18, 2026 | |
Vincent In-game content artaudio | AI Driven Text to Speech Generation
Some Images are created by AI | Painted BobCat | - | Mar 18, 2026 | |
NO LIFE BABY OF THE END In-game content art | Some in-game images were created using generative AI. | ILCA Lab | - | Mar 18, 2026 | |
Obsidian Eclipse: Azure Enforcer In-game content art | Some backgrounds, textures and assets have a significant amount of AI mixed with handrawn artwork. | Astramentous Studios | - | Mar 18, 2026 | |
Ronin Rush Store/marketing art | AI Generated Capsule and Library Images | PheonixLeap Studios | - | Mar 18, 2026 | |
AirFlow: Sky Is The Limit Unclear audio | Potentially using software, to assist in audio creation. | AntyVersum | - | Mar 18, 2026 | |
Reminiscence of Gusuku: Card and Explore In-game content text | This game's English translation uses generative AI. | POISOFT | - | Mar 18, 2026 | |
Devil's Deal In-game content text | We got help from AI in creating the game content and dialogues. | trippysloth | - | Mar 18, 2026 | |
中国式网游:序章 In-game content art | We have inclusions that contain a small amount of use of AI, described below:
1. The background of the "city wall" after the game login interface is an image generated using AI.
2. The Icon in the game is an image generated by AI.
3. The icons for "Moth Factory" and "Spider Factory" are AI-generated images. | 648工作室 | - | Mar 18, 2026 | |
DuckTape Inc. In-game content audiotext | Only the music featured in the promotional trailer for this game was produced using generative AI.
Additionally, generative AI was used to assist with translation of certain texts.
There is no real-time content creation, gameplay, or use of generative AI in the game itself. Generative AI is not used in the creation of any in-game mechanics, text, graphics, or assets. | HEMBytes | - | Mar 18, 2026 | |
Fight after Dark In-game content art | The images of relic items in the game are generated by AI. | WUWU | - | Mar 18, 2026 | |
Terra Dentium In-game content art | Just the icons and store page art none of the actual game is AI generated in any way or contains any AI within it | [SuperType] | - | Mar 18, 2026 | |
Xargon Remake Ep.2 In-game content art | The game uses AI to increase the resolution of some graphical assets and also uses AI to generate some graphical assets (like trees, clouds, building, etc.) in its main stages. | J.Xargon | - | Mar 18, 2026 | |
Pac and Bomber: Maze Blast In-game content art | Some Icons in the game. | C4Games | - | Mar 18, 2026 | |
Mutation In-game content art | "Mutation" contains a few sporadic elements generated through AI, but all of them have been refined and enhanced by human work to ensure high quality. | Ossified Games | - | Mar 18, 2026 | |
Ad Agency Simulator: Prologue In-game content art | In our game, new designs can be made using pre-prepared AI visuals. | DoDo Game | 48 | Mar 18, 2026 | |
Idle Taoist Mage Warrior 2 In-game content art | Some art resources are generated by AI | okyakusama | 56 | Mar 18, 2026 | |
我的时光:大学日记 In-game content art | Snow mountain backgrounds are generated by AI. | WaterWood Studio | 321 | Mar 18, 2026 | |
Protovolkers In-game content text | The use of AI in the development process has been strictly limited to translation purposes. All graphical assets and code have been exclusively created by professional developers and artists, with no exceptions. And also no AI-generated content has been utilized in the production of these elements. | Dragon Resonance | - | Mar 18, 2026 | |
CYBORG FORCE In-game content art | Generative AI was used to create artwork for this game. | NEO BYTE FORCE | - | Mar 18, 2026 | |
Prologue: Go Wayback! Live AI art | We are developing our own in-house machine-learning model which is trained on publicly available open-source data and vetted to prevent the use of any copyrighted material. This ML model is used to generate base terrain maps in Unreal Engine 5 which are then populated procedurally with custom made assets such as the trees, rivers, rocks, and hills you explore. Our artists and designers use our ML model to allow us to generate 64km2 maps that look and feel natural and realistic. The game generates a new map offline on your system every time you play. | PLAYERUNKNOWN Productions | 537 | Mar 18, 2026 | |
Ports Of Call Deluxe 3D 2024 In-game content arttext | AI is used for prerendered textures in the game and also for translations of languages, the manuals, and images for example like achievements, trading cards etc. | Dipl. Ing. Rolf-Dieter Klein | 40 | Mar 18, 2026 | |
Carceri In-game content art | Carceri's story portrays a world made by programs, for programs. While ALL the writing, music, and 3D art in this game was created by a single human being, there is an Art Gallery in-game that contains 50 images, 17 of which have been generated by AI, (that are all clearly marked as such). These are fictionally portrayed as art works created by the characters (programs) of this world.
No names of modern, living artists were used to generate these images. The prompts were words such as: Hudson River school, old masters, Delacroix, robots, abstract geometry, landscape. From there, I photo-shopped all images so that none are 100% unaltered from the generation process.
Acknowledging generative imagery's existence is important to the world-building and meta-narrative of Carceri, so this was the fairest way I could think to include a small dose of these works, which are divisive by their very nature. | NeonSerpent LLC | - | Mar 18, 2026 | |
Archean In-game content art | This game uses generative AI to assist in the creation of certain visual assets. | batcholi | 235 | Mar 18, 2026 | |
Primal Survival Wars Store/marketing art | Generative AI was used to create some parts of the images for the Steam page | ForgeOfGames | - | Mar 18, 2026 | |
SVG-001 PUZZLE In-game content textart | Artificial Intelligence was used to generate drafts of written content and images, then we parsed the results, selected and arranged the most valuable assets to be in this game. | Harg | - | Mar 18, 2026 | |
9SHOT In-game content audio | The background music (BGM) in the game is generated by AI. | klk西文 | 37 | Mar 18, 2026 | |
Within : Hannah's Journey In-game content art | Players will not use AI directly, I only used AI to generate some of the game's illustrations. | DontTellGames | - | Mar 18, 2026 | |
Overnight Watch Store/marketing art | We use an AI-generated image from Freepik by vecstock for the Capsules on the store page and library. This will change in the future. | Komba-Systems | - | Mar 18, 2026 | |
Diegesis of The Ruined In-game content art | Some of the AI art will be generated from images that I took myself and other images that I have the licenses to use.
Lore/text in the game is NOT AI generated nor is it inspired by AI. All is human created. AI is used for images only. Note: If this changes after the game is launched, I will let make announcement and provide a list of content that's has AI generated text, if it changes before launch then it'll be updated here. | GAM | - | Mar 18, 2026 | |
Deaths Circuit In-game content art | AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage. | UCGUP | - | Mar 18, 2026 | |
我是BUG In-game content audio | 我使用sunoAI来制作我游戏的音乐 | Zhou Yu Cheng | - | Mar 18, 2026 | |
Clothing Store Simulator: Prologue Store/marketing art | We used ai generated contents just for capsule images. | Kiki Games | 459 | Mar 18, 2026 | |
Into the V.O.I.D. In-game content | Use of AI as General creative aid in development and for some assets | CosmicWorkshop | - | Mar 18, 2026 | |
Tidal Nexus Online In-game content art | We used generative AI tools to create base 3D meshes for some of the NPCs and initial compositions for achievement icons. These assets were not used 'as-is'; our team manually performed UV unwrapping, created custom texture masks, and modified the materials to ensure they work with our custom-made in-game shaders. This manual rework allows the assets to match our game’s unique visual style, performance standards, and lighting requirements. | Riptide Interactive | 300 | Mar 18, 2026 | |
Elemental Empire In-game content art | welcome picture and the surfaces of the planets are generated using AI | WizardingGames | - | Mar 18, 2026 | |
Miya Store/marketing art | We utilize AI technology to create fashion picture and store asset images. | Shanghai SilverMoon Network Technology Co.Ltd | 56 | Mar 18, 2026 | |
A Fistful Of Yankees Unclear audio | Voices AI | Pulsar Creation | 10 | Mar 18, 2026 | |
Escape from the Cannibal Family Unclear art | Some paintings. | riinwin | 17 | Mar 18, 2026 | |
Silks of Mind In-game content art | Silks of Mind only uses AI-generated images for promotional artwork and a small percentage of in-game assets. | Adrián Razola | - | Mar 18, 2026 | |
Zector 7 In-game content arttextaudio | I've used AI to help create concept art, help outline some general story and eventually voice acting until I can afford to pay someone to do all of those things. | SocksandGoats Studios | - | Mar 18, 2026 | |
Go Up In-game content art | This game makes use of pre-generated, developer reviewed AI landscape images. | Noble Whale Studios | - | Mar 18, 2026 | |
Dance Eden In-game content audioart | In the early stages of game development, we utilized AI technology to generate NPC voice-overs, scene skyboxes, and song covers to enhance the gaming experience. Based on user feedback, we will consider making optimizations and replacements in the official release. We look forward to your valuable input! | DigiEden | 41 | Mar 18, 2026 | |
Sword Phantom Unclear art | some pictures | XyGame | - | Mar 18, 2026 |