In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay. For the responses to the player's voice input, we use AI-generated text.
- Creator
- RedefineArts.Inc
- Reviews
- 14
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay. For the responses to the player's voice input, we use AI-generated text.
In the game are included images for cinematics, generated with a commercial image generation engine.
- Store page images
Due to budget constraints, some graphics in the game, such as the main interface and event images within events, are AI pre-generated.
Some cutscenes and the game title are AI-generated images.
Temporary Artworks and Music
I use a translator to english version
Some in-game interface images were created through known image AIs. All AI running outside the game interface is programmed by Vawraek Technology.
The characters where created using IA
The images have been generated
Some code and artwork was ai generated
Generative AI tools were used to assist with supporting art assets.
As a solo developer, I use AI to brainstorm drafts for some of the 2D assets, which I then edit by hand. These will be replaced with hand-drawn assets by release.
The game uses a mix of hand drawn and AI generated art, most of this then heavily edited by hand.
AI is not used in game. However it was used for the capsule images.
During the development process, we may use procedural- and AI-based tools to assist with content creation. This includes generating reference- and base-material for 2D art as well as text-to-speech audio material.
The game uses AI-generated images. Some character's voices and sounds are AI-generated. Some texts are assisted by artificial intelligence.
Human creation and the use of AI : ➧ 100% of the game's sounds were purchased and designed by humans. ➧ 100% of the animations VFX were purchased and designed by humans. ➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more ! Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style. All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction. ➧ 100% of the game's music was made by humans 15 Soundtracks by Alexander Nakarada 1 Soundtrack by Wolfgang Muermann 26 Soundtracks by Alkakrab
Our team uses generative AI tools to assist in developing some game assets.
WUS features ai generated static 2D art
The poetry in Verses of Enchantment is generated using a custom AI model trained on curated public domain texts. All other content (art, sound, dialogues, animation, ...) is created by humans and is attributed to them.
Some character portraits and loading screens have been made using generative AI.
AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally. It has been used for some secondary elements of the game to populate the universe, such as decorative objects. AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store.
Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing.
We use AI to proof read and sometimes write or edit the Lore texts in our game
All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided.
Translations are AI generated. NOTHING else is AI generated!
Currently most translations are done using mix of Google translation and LLMs.
Used for creating the game banner
Generated images are used as placeholder art for certain role portraits.
In the demo are a few pre-generated images in the blurry background
Some card illustrations, event images, and background art were partially created using AI-assisted tools.
This game utilizes AI-generated imagery only event pop-up illustrations (approximately 10~15 images) depicting scenarios like theft and plagues. All other visual assets, including key art and god depictions, are hand-crafted.
The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions.
Some in-game assets are developed with the help of generative AI tools
Dynamic Aging: Unit portraits realistically age over time. Each character is initially AI-generated and then hand-finished by our artist.
Some dialogue backgrounds and icons use AI generation.
Generative AI is used during development to prototype the voice acting. Expect professional voice acting quality by the full release.
We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach.
ai made me voicover because i am too poor to hire actors :(
Some images generated with AI are present in the loading screens and the intro cinematic.
The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds. AI works for us and not us working for AI!
The picture is partially participated by ai, manually modified, and the animation is manually produced
Using «text to speech» to voiceover background characters
This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough.
Used for creating the game banner
AI-generated music will be used starting from the EA v0.61 update and in subsequent versions.
Generative AI Integration: During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content.
Used for creating the game banner
The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Akpala Live AI text | In this game Akpala, there is a feature that allows players to converse with NPC characters during gameplay.
For the responses to the player's voice input, we use AI-generated text. | RedefineArts.Inc | 14 | Mar 18, 2026 | |
Kay's Destiny In-game content art | In the game are included images for cinematics, generated with a commercial image generation engine. | KayThePianist | - | Mar 18, 2026 | |
Little Kingdoms Store/marketing art | - Store page images | LittleKingdoms | - | Mar 18, 2026 | |
FateChessboard In-game content art | Due to budget constraints, some graphics in the game, such as the main interface and event images within events, are AI pre-generated. | taecg | - | Mar 18, 2026 | |
Tower Survivor In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Ven'rif Demo Unclear artaudio | Temporary Artworks and Music | Vilein Inc. | - | Mar 18, 2026 | |
Fantasy World Souls Unclear | I use a translator to english version | DreamWeaver | 196 | Mar 18, 2026 | |
The Quinfall In-game content art | Some in-game interface images were created through known image AIs. All AI running outside the game interface is programmed by Vawraek Technology. | Vawraek Technology Inc. | 3.3k | Mar 18, 2026 | |
Nixxsz Castle In-game content art | The characters where created using IA | Nixxsz | - | Mar 18, 2026 | |
The Secret of Darkwoods Unclear art | The images have been generated | Rap2h | 118 | Mar 18, 2026 | |
PROFOUND In-game content artcode | Some code and artwork was ai generated | Tegridy Made Games | - | Mar 18, 2026 | |
Divided Land In-game content art | Generative AI tools were used to assist with supporting art assets. | Mich | - | Mar 18, 2026 | |
HexLands Dev only art | As a solo developer, I use AI to brainstorm drafts for some of the 2D assets, which I then edit by hand. These will be replaced with hand-drawn assets by release. | Portgate Studios | - | Mar 18, 2026 | |
Fernageddon In-game content art | The game uses a mix of hand drawn and AI generated art, most of this then heavily edited by hand. | MDH Software | 10 | Mar 18, 2026 | |
Baby Snow Store/marketing art | AI is not used in game. However it was used for the capsule images. | D.G. Mason | - | Mar 18, 2026 | |
Fellowship of the Oak In-game content artaudio | During the development process, we may use procedural- and AI-based tools to assist with content creation. This includes generating reference- and base-material for 2D art as well as text-to-speech audio material. | Red Fur Games | - | Mar 18, 2026 | |
Conflux In-game content artaudiotext | The game uses AI-generated images. Some character's voices and sounds are AI-generated. Some texts are assisted by artificial intelligence. | BERRY games | - | Mar 18, 2026 | |
Alquiem In-game content art | Human creation and the use of AI :
➧ 100% of the game's sounds were purchased and designed by humans.
➧ 100% of the animations VFX were purchased and designed by humans.
➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more !
Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style.
All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction.
➧ 100% of the game's music was made by humans
15 Soundtracks by Alexander Nakarada
1 Soundtrack by Wolfgang Muermann
26 Soundtracks by Alkakrab | Regalia Project | 122 | Mar 18, 2026 | |
Ringborn Unclear art | Our team uses generative AI tools to assist in developing some game assets. | Parramatta Games Studios | - | Mar 18, 2026 | |
Warlords Under Siege In-game content art | WUS features ai generated static 2D art | RedKar Devs | 432 | Mar 18, 2026 | |
Verses of Enchantment In-game content text | The poetry in Verses of Enchantment is generated using a custom AI model trained on curated public domain texts.
All other content (art, sound, dialogues, animation, ...) is created by humans and is attributed to them. | Nachtvlam | 30 | Mar 18, 2026 | |
A Quest That Became Legend In-game content art | Some character portraits and loading screens have been made using generative AI. | Neon Light Studio | 79 | Mar 18, 2026 | |
Influences RPG In-game content art | AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally.
It has been used for some secondary elements of the game to populate the universe, such as decorative objects.
AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store. | S Martin Game | - | Mar 18, 2026 | |
Code Alkonost In-game content audio | Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing. | Alkonost Team | 13 | Mar 18, 2026 | |
Alight in the Dark In-game content text | We use AI to proof read and sometimes write or edit the Lore texts in our game | Furious AS | - | Mar 18, 2026 | |
Elengard: Ascension In-game content audio | All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided. | Stèphano M. M. G. | 114 | Mar 18, 2026 | |
This new City-Builder game In-game content text | Translations are AI generated. NOTHING else is AI generated! | Maffin | - | Mar 18, 2026 | |
Paper Kingdom In-game content text | Currently most translations are done using mix of Google translation and LLMs. | obece | 61 | Mar 18, 2026 | |
Swords Fantasy: Battlefield Store/marketing art | Used for creating the game banner | Quacky Games | 180 | Mar 18, 2026 | |
Werewolves Revenge In-game content art | Generated images are used as placeholder art for certain role portraits. | Studio Serene | 82 | Mar 18, 2026 | |
Tower Alchemist: Defend Khaldoria In-game content art | In the demo are a few pre-generated images in the blurry background | Weird Chicken Games | - | Mar 18, 2026 | |
Emblem of Valor In-game content art | Some card illustrations, event images, and background art were partially created using AI-assisted tools. | Far Star Studio | - | Mar 18, 2026 | |
Roman Triumph: Survival City Builder In-game content art | This game utilizes AI-generated imagery only event pop-up illustrations (approximately 10~15 images) depicting scenarios like theft and plagues.
All other visual assets, including key art and god depictions, are hand-crafted. | Coreffect Interactive | 718 | Mar 18, 2026 | |
Legendarium Online In-game content audio | The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions. | Maxim Galkin | - | Mar 18, 2026 | |
Goose vs Zombies In-game content art | Some in-game assets are developed with the help of generative AI tools | Livinskii Aleksandr | - | Mar 18, 2026 | |
The Ballad Singer: Knights Templar In-game content art | Dynamic Aging: Unit portraits realistically age over time. Each character is initially AI-generated and then hand-finished by our artist. | Curtel Games | - | Mar 18, 2026 | |
Those Who Rule In-game content arttext | Some dialogue backgrounds and icons use AI generation. | Eldin Turulja | 1k | Mar 18, 2026 | |
Bellwright In-game content audio | Generative AI is used during development to prototype the voice acting. Expect professional voice acting quality by the full release. | Donkey Crew | 10.3k | Mar 18, 2026 | |
Great Houses of Calderia In-game content art | We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach. | Resistance Games | 407 | Mar 18, 2026 | |
Keep This Land In-game content audio | ai made me voicover because i am too poor to hire actors :( | Games From The Deep | - | Mar 18, 2026 | |
Sir Galgano - A Medieval Tale In-game content art | Some images generated with AI are present in the loading screens and the intro cinematic. | La Fucina del Granducato | - | Mar 18, 2026 | |
Dungeons of the Amber Griffin In-game content art | The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds.
AI works for us and not us working for AI! | Frozengem Studio | - | Mar 18, 2026 | |
独行旅者 In-game content art | The picture is partially participated by ai, manually modified, and the animation is manually produced | 网瘾少年合作社 | - | Mar 18, 2026 | |
The Little Brave In-game content audio | Using «text to speech» to voiceover background characters | Dmitrii Batov | 43 | Mar 18, 2026 | |
The Wayward Realms Live AI text | This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough. | OnceLost Games | - | Mar 18, 2026 | |
Firelight Fantasy: Vengeance Store/marketing art | Used for creating the game banner | Quacky Games | 156 | Mar 18, 2026 | |
New Home: Medieval Village In-game content audio | AI-generated music will be used starting from the EA v0.61 update and in subsequent versions. | Mustafa Caner Tonbul | 187 | Mar 18, 2026 | |
Morgenstern In-game content artaudiotext | Generative AI Integration:
During the early access phase, Morgenstern leverages generative AI to create placeholder assets, including images, sound effects, and text. This approach allows for rapid prototyping and iterative development, ensuring a dynamic and evolving gaming experience as we refine and enhance the final content. | Doublesmith GmbH | 87 | Mar 18, 2026 | |
Firelight Fantasy: Force Energy Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Mar 18, 2026 | |
DoomBreaker Store/marketing art | The Store Page' game front cover(ie marketing material) made use of AI tools during its creation process. | wildlogicgames | - | Mar 18, 2026 |