AI generation used for some card illustrations.
- Creator
- Networksoft Co., Ltd.
- Reviews
- 12
- Added
- Mar 18, 2026
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AI generation used for some card illustrations.
AI Disclosure Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page. All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team. No AI-generated content is used during gameplay, and no AI systems are active while the game is running.
AI was used to generate initial assets for the ship's computer voice, nebula backgrounds, and some translations, all of which were subsequently refined by the developer.
Chinese uses live voice acting, while other countries use AI generated voice acting.
AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio. *The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human)
The achievement icon in the game store is generated using AI
As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision.
Some minor details were created using AI image generation
Generative AI is used to assist in the development of some gameplay art assets.
We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion).
The newspaper and voice actings are made with AI. Sample voice is my own voice.
South Scrimshaw Part One uses voiced narration synthesized from public domain recordings.
AI has been used for concept art generation and current story placeholder images and may not appear in final game.
We use the automatic generation function in AI in the creation of BGM.
Some parts of the images used in the Steam Storepage are AI generated.
LLM was used to translate the text into different languages.
The images in this game are AI-generated.
AI Imagery on storefront
Core design elements including units, animations, visual effects and sound effects were all created by real artists. AI tools were used solely for supporting assets like background images, portraits, buttons, and background music. These AI-generated assets were subsequently modified by our team. This approach enabled our three-person team to concentrate on core design and game mechanics.
Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM). All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay.
The paintings and the voices are created with AI.
I did some loading screen of the games with DALL-E with a paid + program of OpenAI. Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc
We use AI for some cutscene voice lines and some game translations.
AI-generated character illustrations.
The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing.
We have integrated AI technology into our art production workflow. While AI is utilized, we have also used extensive hand drawing, editing, and post-processing in our workflow.
Some UI textures and the musical pieces (except theme song) have been created with the help of generative AI. Contrary to some beliefs, all 3500 products are modelled and textured from scratch (except a few hundres which is from packs) by hired designers over the course of 3 years.
AI has been partially used only for text translation.
Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision. No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team. AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player.
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.
Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai.
In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent.
This game used generative AI for the following elements : -The backgrounds in the game (generated by Lornn, Two Orcs and lehxra, available online) -The representation of Hotel Perkkow (Used in the store and library images)
Special mode voice.
Some of the characters' phrases that they say during gameplay.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
We use AI for the images displayed during the loading screen wait time.
Hero art was generated using ai.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
Game uses pre-rendered AI generated images for 2D Art.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows: 2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration. 3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project. Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility. Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters. All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
The visual assets in this game were created using AI-generated artwork. AI tools were used to generate images that were then curated and integrated into the game. AI-generated artwork was also used for the game's Steam capsule art and store page assets.
Dialogue voices were generated using the DeepVoice AI tool available in the Unity store.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving.
This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms.
Some UI elements and icons have been made using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Free.ksPeak In-game content art | AI generation used for some card illustrations. | Networksoft Co., Ltd. | 12 | Mar 18, 2026 | |
Land of Oblivion In-game content art | AI Disclosure
Artificial intelligence tools were used during development to assist with the creation of some promotional artwork and visual assets for the Steam store page.
All in-game content, gameplay systems, level design, code, and narrative elements are created manually by the development team.
No AI-generated content is used during gameplay, and no AI systems are active while the game is running. | hwg独立游戏 | - | Mar 18, 2026 | |
Eventide Matter In-game content audioarttext | AI was used to generate initial assets for the ship's computer voice, nebula backgrounds, and some translations, all of which were subsequently refined by the developer. | Ottropi Games | 867 | Mar 18, 2026 | |
Strange Parallel:Sele In-game content audio | Chinese uses live voice acting, while other countries use AI generated voice acting. | APOGAMES | - | Mar 18, 2026 | |
Amygdala In-game content textaudio | AI has been used in a limited way* for the following aspects: Text Localization, Speech Localization and Musical Audio.
*The base was AI-generated, but the transformative creation built upon it stands as an original work. (Text was controlled by a human, the voice and musical audio were edited and reworked by a human) | Stigma Studios | 169 | Mar 18, 2026 | |
都市小面馆 In-game content art | The achievement icon in the game store is generated using AI | Terobi | 11 | Mar 18, 2026 | |
Rainbow Gate In-game content artaudio | As a small independent development team with limited resources, we used AI-based tools to assist with certain aspects of content creation, including textures, audio, and in-game video elements (such as VHS-style footage). All final content was carefully reviewed, refined, and manually reworked by the development team including additional re-texturing to ensure it reflects our creative vision. | 7EVIL Studio | 104 | Mar 18, 2026 | |
Pine Harbor Unclear art | Some minor details were created using AI image generation | Vision Forge Team | 492 | Mar 18, 2026 | |
Roving Rovers In-game content art | Generative AI is used to assist in the development of some gameplay art assets. | Mini Mammoth Games | - | Mar 18, 2026 | |
Snow Cone: The Inside Scoop Dev only code | We use Windows Co-Pilot to answer questions regarding development tools (eg. how to approach technical problems) and Co-Pilot for Visual Studio Code to help improve coding efficiency (eg. code auto-completion). | Hungry Sky | - | Mar 18, 2026 | |
Terror in the Kitchen In-game content audio | The newspaper and voice actings are made with AI. Sample voice is my own voice. | Studio Diakamos | 38 | Mar 18, 2026 | |
South Scrimshaw Part One In-game content audio | South Scrimshaw Part One uses voiced narration synthesized from public domain recordings. | Nathan O. Marsh | 1.5k | Mar 18, 2026 | |
As Above So Below Store/marketing art | AI has been used for concept art generation and current story placeholder images and may not appear in final game. | Neon Pomegranate | - | Mar 18, 2026 | |
JUMPING JUMP NINJA In-game content audio | We use the automatic generation function in AI in the creation of BGM. | TeamZ.co.,Ltd | - | Mar 18, 2026 | |
Jorogumo - 絡新婦 Store/marketing art | Some parts of the images used in the Steam Storepage are AI generated. | Nyxtales | 49 | Mar 18, 2026 | |
Math & Topology In-game content text | LLM was used to translate the text into different languages. | Panthera Titanium | - | Mar 18, 2026 | |
LOVE girls In-game content art | The images in this game are AI-generated. | Lovely Girls Studio | 14 | Mar 18, 2026 | |
Quintus and the Formidable Curse Store/marketing art | AI Imagery on storefront | Wreck Tangle Games | - | Mar 18, 2026 | |
Mythic Battlegrounds: Demonic Siege In-game content artaudio | Core design elements including units, animations, visual effects and sound effects were all created by real artists. AI tools were used solely for supporting assets like background images, portraits, buttons, and background music. These AI-generated assets were subsequently modified by our team. This approach enabled our three-person team to concentrate on core design and game mechanics. | DochiGames | 78 | Mar 18, 2026 | |
Experiment 00 In-game content artaudiocode | Generative AI tools were used during development to assist with early concept art exploration, general coding support, and the creation of background music (BGM).
All in-game assets, gameplay systems, level design, and final implementation are fully handcrafted and curated by the developer. No AI-generated content is created dynamically during gameplay. | Moss Game Dev | - | Mar 18, 2026 | |
God's Plan In-game content artaudio | The paintings and the voices are created with AI. | NeroGameDev | - | Mar 18, 2026 | |
Jesus Uncrossed In-game content artaudio | I did some loading screen of the games with DALL-E with a paid + program of OpenAI.
Voices of the character are using "Replica Studios" Characters https://www.replicastudios.com/smart-npc | VR-EXODUS | - | Mar 18, 2026 | |
Who Did It? In-game content audiotext | We use AI for some cutscene voice lines and some game translations. | BeldrProductions | - | Mar 18, 2026 | |
Home Run Batter: vs Fairy Tales Store/marketing art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
Goldilock One: The Mists of Jakaira Unclear art | The use of AI has been incorporated into the pipeline of some of our artists and developers, in some cases for creating references, in others as a base for further work and finishing. | Shed of Ideas | 36 | Mar 18, 2026 | |
The Witch In The Woods Dev only art | We have integrated AI technology into our art production workflow. While AI is utilized, we have also used extensive hand drawing, editing, and post-processing in our workflow. | Dream Nyght Studio | 20 | Mar 18, 2026 | |
King of Retail 2 In-game content artaudio | Some UI textures and the musical pieces (except theme song) have been created with the help of generative AI.
Contrary to some beliefs, all 3500 products are modelled and textured from scratch (except a few hundres which is from packs) by hired designers over the course of 3 years. | Freaking Games | 225 | Mar 18, 2026 | |
Blind Bullet In-game content text | AI has been partially used only for text translation. | tesakiza | 29 | Mar 18, 2026 | |
Versus In-game content text | Some AI tools were used as part of the creative process to assist with brainstorming, polishing text, and improving efficiency in content creation. However, all final assets, visuals, and materials are manually reviewed, edited, and finalized by the development team to ensure original quality and consistency with the game’s vision.
No, the game does not use AI to generate content or code in real time during gameplay. All gameplay logic, assets, and mechanics are fully pre-defined and designed by the development team.
AI is used only for traditional gameplay elements such as enemy behavior, pathfinding, and combat decision-making. These systems are entirely pre-programmed and do not involve generative AI. The goal is to provide challenging, reactive encounters that feel dynamic and engaging for the player. | Gabriel Lopez | - | Mar 18, 2026 | |
Terrors of War In-game content audioart | Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build. | Hetki | - | Mar 18, 2026 | |
Quest Machina Live AI textart | Quest Machina uses generative AI combined with your input to create a unique world just for you. Story, descriptions, and dialog are generated using OpenAI. Character portraits, planet sprites, and location art are generated using Leonardo.ai. | Kintech | - | Mar 18, 2026 | |
Mailville In-game content artaudio | In the development of this game generative AI was used for environment mood boards, 3D model drafts, and soundtrack inspirations. Final in-game assets are all human-curated with purpose and intent. | HiveSpark LLC | - | Mar 18, 2026 | |
Hotel Perkkow and the Two Vegetarian Werewolves In-game content art | This game used generative AI for the following elements :
-The backgrounds in the game (generated by Lornn, Two Orcs and lehxra, available online)
-The representation of Hotel Perkkow (Used in the store and library images) | John Flex | - | Mar 18, 2026 | |
Flawless Darkness Unclear audio | Special mode voice. | Oldice | - | Mar 18, 2026 | |
Adrenaline Rampage In-game content text | Some of the characters' phrases that they say during gameplay. | Midhard Games | 25 | Mar 18, 2026 | |
Mother Ghoul - The Curse of Unborns In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | 18 | Mar 18, 2026 | |
Belenus In-game content art | We use AI for the images displayed during the loading screen wait time. | LOUDDIN GAMES | - | Mar 18, 2026 | |
The Soulwalkers In-game content art | Hero art was generated using ai. | Hippo Rider Games | - | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Valiant Tactics In-game content art | Game uses pre-rendered AI generated images for 2D Art. | Felid Entertainment | 28 | Mar 18, 2026 | |
Lila's Synthetic Shadows In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Blood On The Dusty Trail In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Academy: Become a Hero In-game content arttextaudio | Generative AI tools were used during the development of Academy: Become a Hero to create and refine several game assets. The disclosure of its use is as follows:
2D Art and User Interface: All 2D illustrations, UI elements, icons, and menus (including upgrade screens, stage selection, and customization menus) were generated using AI tools and subsequently edited and refined for final integration.
3D Modeling: The main character (Troid) and its skeletal meshes were created using Meshy. We hold a valid commercial license for all content generated and used in the project.
Localization: Game localization and translations into all supported languages were performed with the assistance of AI large language models to ensure global accessibility.
Audio and Voiceovers: For the introductory cinematic, AI was utilized to modulate and process the developer's original voice recordings to create distinct and characterized voices for the different characters.
All AI-generated content has been manually reviewed, corrected, and finalized by the developer to ensure artistic consistency and technical quality. | More Dev Games | - | Mar 18, 2026 | |
The Beast in the Shadows In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Kingmaker Academy: Warrior's Duels In-game content art | The visual assets in this game were created using AI-generated artwork. AI tools were used to generate images that were then curated and integrated into the game. AI-generated artwork was also used for the game's Steam capsule art and store page assets. | 2dragontails | 21 | Mar 18, 2026 | |
The Multiverse Cleaner In-game content audio | Dialogue voices were generated using the DeepVoice AI tool available in the Unity store. | W Makes Games | - | Mar 18, 2026 | |
Hunting The Hunter In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Low and Furious In-game content codetextartaudio | We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving. | Code IT Game Studio | 12 | Mar 18, 2026 | |
Parina's Demon Lair Adventure In-game content artaudio | This game and associated materials uses AI generated audio and visual graphics content. All AI generated content is commercially licensed from the industries leading AI generation platforms. | Scripting Ventures | - | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 |