We primarily use AI to correct texts.
- Creator
- MisterT
- Reviews
- -
- Added
- Mar 18, 2026
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We primarily use AI to correct texts.
We used AI just to make 2D textures or pictures. (like the paint hanging in the wall)
No AI is used for gameplay, story, or character behavior. Artificial intelligence was used only outside of the game, for example to help formulate store page text and potentially to generate some illustrations or graphics for marketing purposes. The in-game experience is entirely handcrafted, including all puzzles, levels, and content.
This game uses AI translation to support multiple languages.
The Hollow Line uses a local LLM to generate unique replies for every player and enables you to interact with the characters via the chat function.
AI was used for the trailer music as well as the character in the store art.
AI has been utilized for character sprites, backgrounds, music, opening/ending animations, voice acting, scenario writing assistance, and store images.
AI was used during the creation of Voicelines.
The game uses temporary AI generated music and voice over.
The game uses AI generated images.
ChatGPT corrected the translations and my spelling and grammar errors...
Some assets and marketing materials for Duckpool were created using generative AI as a base. However, all AI-generated content has been heavily modified, refined, and manually adjusted to fit the game’s unique style and artistic vision. No live AI generation occurs during gameplay.
Use of AI in the Game This game utilizes artificial intelligence for certain visual assets. AI-generated artwork is used for the store cover images, the images unlocked in the Level Map, and the Game Over screen illustration. Our goal is to enhance the visual experience while maintaining artistic cohesion and the intended style. All images have been carefully curated and refined to align with the game's identity.
Some code and artwork was ai generated
AI-assisted translation used
All CGs, sprites, music, voice acting, and writing is human-generated by the artists listed on the credits screen in game. AI-generated assets were used exclusively for backgrounds as a cost-saving measure due to being a solo indie developer on a limited budget. By using generated backgrounds, the available funds were better spent on having more important human-generated assets, like MANY more CGs, voice acting, and new outfits for the characters. An in-depth post regarding this decision was made prior to development on Patreon and Discord. All members were informed about its use and the tradeoffs being considered. Members and supporters agreed they'd prefer to have more CGs and voiced lines instead of custom backgrounds. No patreon funds or profits from the earlier game were pocketed. This was purely a resource allocation decision. If the funds were available to do all custom backgrounds, that would have been done.
The background image used in the main menu was generated by AI
To generate the game logo.
The narration sound was generated using generative AI.
The Empty House uses AI-generated video effects in select nightmare sequences, primarily in the Shadows of the Empty House version. These AI-enhanced visuals help create surreal and unsettling distortions, reinforcing the psychological horror experience. No AI is used for live-generated content or gameplay mechanics—everything is carefully crafted to deliver a unique and immersive narrative.
I used AI only to polish the kid in the Steam marketing image and the retro poster on the walls in the game. All the other art was designed by my friends and me.
Images and music are generated with AI
Localization-related
Valhalla Awaits uses AI-generated visuals and music, carefully selected and refined to match the game’s tone and ensure stylistic consistency. These elements are designed to enhance atmosphere and readability during repeated playthroughs, but are not essential to gameplay. Both music and background imagery can be disabled in the settings for a more minimalist, text-focused experience. All writing was created by a human, with later use of AI tools for proofreading and clarity improvement.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images.
AI-generated content was used as a reference to create some of the visual materials for the store page in the best possible way.
Most of the pictures and text
AI was used to assist in the generation of a small number of game textures.
The application was developed using artificial intelligence. However, it does not directly generate content within our application. It was only used to create text, images, and new music.
Super Slime Boy does not use generative AI during gameplay. Some promotional materials and concept art on the store page were created using AI-assisted tools, but all in-game content is handcrafted and carefully designed by the development team.
Store Page Some store visuals were assisted by AI and are not present in the actual game. In Game In our cinematic and some of our anomalies, we used AI-generated voice production. Apart from the voices we produced, only our paintings contain AI-generated textures. The copyrights of the products we created belong to us.
Part of the modified content of this game is generated with AI assistance, including (some character drawings, backgrounds, CG, music, etc.). All AI-generated content is manually reviewed and optimized to ensure quality and consistency. This game uses AI-generated content based on legal data sets, complies with Steam policy content, and ensures no infringement of third-party copyrights.
Most background images are created with the assistance of Stable Diffusion 1.5 and XL. Portraits, foreground/action art, and any writing are all 100% human.
All images within the game were generated using a neural network.
Use of AI for game translation and some sound effects.
Some of the cardboard cut out characters are AI artwork.
I used AI to create the full logo and the partial logo (texte "Escape Haunted Mansion").
AI tools were used in the development of MIRROR MIRROR for whispering women voice.
AI is used for text generation.
AI was used only during development for minor script corrections, menu background music generation, and logo creation. The game does not generate AI content during gameplay, and no AI-generated assets impact the player's experience.
in-game TV music.
AI has been used to generate in game art.
Originally the game was developed in 800x600 resolution. Some backgrounds were upscaled using AI.
Some visual elements, including the logo and capsules, were generated using AI and refined manually. AI is not used in real-time.
During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools.
The game uses AI generated voice acting and AI assisted music.
Yes, the game uses generative AI for voiceovers. Character voices were created using ElevenLabs during development, but no real-time AI generation occurs during gameplay.
The game uses Artificial Intelligence to generate non-realistic images and characters. AI is used to generate the background of some locations. AI was used to generate marketing materials.
We use AI to generate the images of the paintings in the game. They may potentially be changed based on feedback during early access.
Store page art
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Within In-game content text | We primarily use AI to correct texts. | MisterT | - | Mar 18, 2026 | |
Barcha In-game content art | We used AI just to make 2D textures or pictures.
(like the paint hanging in the wall) | AMINE OULED SAAD | 19 | Mar 18, 2026 | |
Dungeon Escape In-game content textart | No AI is used for gameplay, story, or character behavior. Artificial intelligence was used only outside of the game, for example to help formulate store page text and potentially to generate some illustrations or graphics for marketing purposes.
The in-game experience is entirely handcrafted, including all puzzles, levels, and content. | NyXart | - | Mar 18, 2026 | |
七夜神社 In-game content text | This game uses AI translation to support multiple languages. | Actor | 24 | Mar 18, 2026 | |
The Hollow Line Live AI text | The Hollow Line uses a local LLM to generate unique replies for every player and enables you to interact with the characters via the chat function. | Luna Niermann | - | Mar 18, 2026 | |
Welcome to the Chop House Store/marketing audioart | AI was used for the trailer music as well as the character in the store art. | WeSummonDemons! | 13 | Mar 18, 2026 | |
氷華の雪化粧/Snow Veil In-game content artaudiotext | AI has been utilized for character sprites, backgrounds, music, opening/ending animations, voice acting, scenario writing assistance, and store images. | Jloo | - | Mar 18, 2026 | |
Mumble Pines: The Arrival In-game content audio | AI was used during the creation of Voicelines. | Dino Nugget Studios | - | Mar 18, 2026 | |
Cyber Rats In-game content audio | The game uses temporary AI generated music and voice over. | Outpost Games | 126 | Mar 18, 2026 | |
Through the fog In-game content art | The game uses AI generated images. | GDStudio | - | Mar 18, 2026 | |
Bring the Book back Unclear text | ChatGPT corrected the translations and my spelling and grammar errors... | Struggle Games Studio | 19 | Mar 18, 2026 | |
Duckpool Store/marketing art | Some assets and marketing materials for Duckpool were created using generative AI as a base. However, all AI-generated content has been heavily modified, refined, and manually adjusted to fit the game’s unique style and artistic vision. No live AI generation occurs during gameplay. | Ormai Peter Tamas | - | Mar 18, 2026 | |
Warden of the Crypt In-game content art | Use of AI in the Game
This game utilizes artificial intelligence for certain visual assets. AI-generated artwork is used for the store cover images, the images unlocked in the Level Map, and the Game Over screen illustration.
Our goal is to enhance the visual experience while maintaining artistic cohesion and the intended style. All images have been carefully curated and refined to align with the game's identity. | Felipe de Sousa | - | Mar 18, 2026 | |
Stick Figure Combat In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | 16 | Mar 18, 2026 | |
Lull: Rest After Crying In-game content text | AI-assisted translation used | Tonkobitta | - | Mar 18, 2026 | |
Particles of Reality: Remembrance In-game content art | All CGs, sprites, music, voice acting, and writing is human-generated by the artists listed on the credits screen in game.
AI-generated assets were used exclusively for backgrounds as a cost-saving measure due to being a solo indie developer on a limited budget.
By using generated backgrounds, the available funds were better spent on having more important human-generated assets, like MANY more CGs, voice acting, and new outfits for the characters.
An in-depth post regarding this decision was made prior to development on Patreon and Discord. All members were informed about its use and the tradeoffs being considered. Members and supporters agreed they'd prefer to have more CGs and voiced lines instead of custom backgrounds.
No patreon funds or profits from the earlier game were pocketed. This was purely a resource allocation decision. If the funds were available to do all custom backgrounds, that would have been done. | Arewar Games | - | Mar 18, 2026 | |
Liar Game Store/marketing art | The background image used in the main menu was generated by AI | Kark Project | 98 | Mar 18, 2026 | |
Keycards Store/marketing art | To generate the game logo. | J Indie Games | - | Mar 18, 2026 | |
Unknown - Raven Field In-game content audio | The narration sound was generated using generative AI. | Operacube | 10 | Mar 18, 2026 | |
The Empty House - A Dementia Interactive Experience In-game content art | The Empty House uses AI-generated video effects in select nightmare sequences, primarily in the Shadows of the Empty House version. These AI-enhanced visuals help create surreal and unsettling distortions, reinforcing the psychological horror experience.
No AI is used for live-generated content or gameplay mechanics—everything is carefully crafted to deliver a unique and immersive narrative. | Dimitri Kozma | - | Mar 18, 2026 | |
Them Store/marketing art | I used AI only to polish the kid in the Steam marketing image and the retro poster on the walls in the game. All the other art was designed by my friends and me. | Lexip Games | 46 | Mar 18, 2026 | |
Stella: into the Shadow In-game content artaudio | Images and music are generated with AI | Shadow games | 25 | Mar 18, 2026 | |
LASTORAGE In-game content text | Localization-related | Teramay | - | Mar 18, 2026 | |
Valhalla Awaits In-game content artaudiotext | Valhalla Awaits uses AI-generated visuals and music, carefully selected and refined to match the game’s tone and ensure stylistic consistency.
These elements are designed to enhance atmosphere and readability during repeated playthroughs, but are not essential to gameplay. Both music and background imagery can be disabled in the settings for a more minimalist, text-focused experience.
All writing was created by a human, with later use of AI tools for proofreading and clarity improvement. | Tulip Interactive | - | Mar 18, 2026 | |
Backrooms: The Next Level Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images. | SUDT Games | 26 | Mar 18, 2026 | |
Jumpscare Simulator Store/marketing art | AI-generated content was used as a reference to create some of the visual materials for the store page in the best possible way. | Durultay Games | 83 | Mar 18, 2026 | |
Unwelcome Guest Unclear arttext | Most of the pictures and text | BalNaur | - | Mar 18, 2026 | |
Vasilisa In-game content art | AI was used to assist in the generation of a small number of game textures. | Steppe Hare Studio | 61 | Mar 18, 2026 | |
Speed Brain - Blind Quiz IA In-game content textartaudio | The application was developed using artificial intelligence. However, it does not directly generate content within our application. It was only used to create text, images, and new music. | Wislez Geoffrey | - | Mar 18, 2026 | |
Super Slime Boy In-game content art | Super Slime Boy does not use generative AI during gameplay. Some promotional materials and concept art on the store page were created using AI-assisted tools, but all in-game content is handcrafted and carefully designed by the development team. | Kanuni Games OYUN YAZILIM VE PAZARLAMA Ticaret Limited Sirketi | - | Mar 18, 2026 | |
Seen Before In-game content audioart | Store Page
Some store visuals were assisted by AI and are not present in the actual game.
In Game
In our cinematic and some of our anomalies, we used AI-generated voice production.
Apart from the voices we produced, only our paintings contain AI-generated textures.
The copyrights of the products we created belong to us. | DepthinVision | 13 | Mar 18, 2026 | |
Destiny Isle In-game content artaudio | Part of the modified content of this game is generated with AI assistance, including (some character drawings, backgrounds, CG, music, etc.). All AI-generated content is manually reviewed and optimized to ensure quality and consistency.
This game uses AI-generated content based on legal data sets, complies with Steam policy content, and ensures no infringement of third-party copyrights. | HiStory | - | Mar 18, 2026 | |
Imperial Bureaucracy Hero In-game content art | Most background images are created with the assistance of Stable Diffusion 1.5 and XL. Portraits, foreground/action art, and any writing are all 100% human. | Munitions Mori | - | Mar 18, 2026 | |
ТИХИЙ ДЭН In-game content art | All images within the game were generated using a neural network. | ВСЖ | 1.1k | Mar 18, 2026 | |
Trapped At Home In-game content textaudio | Use of AI for game translation and some sound effects. | manyworks | - | Mar 18, 2026 | |
Liminal Lane In-game content art | Some of the cardboard cut out characters are AI artwork. | Ravenhome Studios | 61 | Mar 18, 2026 | |
Escape Haunted Mansion Store/marketing art | I used AI to create the full logo and the partial logo (texte "Escape Haunted Mansion"). | BlueAreaEntertainment | - | Mar 18, 2026 | |
MIRROR MIRROR In-game content audio | AI tools were used in the development of MIRROR MIRROR for whispering women voice. | ZeroZeroThirteen | 55 | Mar 18, 2026 | |
The Linger Unclear text | AI is used for text generation. | BlackFable | - | Mar 18, 2026 | |
Trash Trek Simulator In-game content audioart | AI was used only during development for minor script corrections, menu background music generation, and logo creation. The game does not generate AI content during gameplay, and no AI-generated assets impact the player's experience. | Nrx | - | Mar 18, 2026 | |
Haunted Service In-game content audio | in-game TV music. | Daring Cat Studio | - | Mar 18, 2026 | |
Spank The Idle Monkey In-game content art | AI has been used to generate in game art. | Hammer Falcon LLC. | - | Mar 18, 2026 | |
Time Guard - The Red Menace In-game content art | Originally the game was developed in 800x600 resolution. Some backgrounds were upscaled using AI. | Zima software | 34 | Mar 18, 2026 | |
Circus of Pain Store/marketing art | Some visual elements, including the logo and capsules, were generated using AI and refined manually. AI is not used in real-time. | ZV GAMES | 61 | Mar 18, 2026 | |
Secret Seeker In-game content arttextaudio | During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools. | Radikate | - | Mar 18, 2026 | |
Fading Light In-game content audio | The game uses AI generated voice acting and AI assisted music. | Punica Games | - | Mar 18, 2026 | |
Project Enceladus In-game content audio | Yes, the game uses generative AI for voiceovers. Character voices were created using ElevenLabs during development, but no real-time AI generation occurs during gameplay. | Tamás Fülöp | - | Mar 18, 2026 | |
Dreamland In-game content art | The game uses Artificial Intelligence to generate non-realistic images and characters. AI is used to generate the background of some locations. AI was used to generate marketing materials. | KALPAKHCHEV | - | Mar 18, 2026 | |
Smile, you're being filmed together In-game content art | We use AI to generate the images of the paintings in the game. They may potentially be changed based on feedback during early access. | BlackCrow | - | Mar 18, 2026 | |
Mystic Origins Store/marketing art | Store page art | Matthew Lalande | - | Mar 18, 2026 |