The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
- Creator
- CHEN JIAWEI
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Some UI assets,BGM and SFX are created by AI
AI was used to generate pre-rendered content.
Only AI Code was used. - Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties. - Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts. - Used for debugging purposes.
Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI.
AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality
This game uses artificial intelligence only to create static character portraits during dialogues. All gameplay, animations, mechanics, and other elements were developed traditionally. AI was used as an artistic tool to give style and personality to the characters in their conversations.
Some items and backgrounds in the game were generated by AI and then processed again.
Some in-game scenes are AI-generated and then manually post-processed. The character artwork in the game is AI-generated and subsequently refined by hand.
The game utilizes AI-generated programming, character sprites, and CGs.
We use AI to generate the behavior of your monsters!
Ai in the skyboxes
Some images were generated by the gpt chat, in addition to the implementation of some systems, artificial intelligence was used, and artificial intelligence was also used for music.
We are a small team, and used some AI-tools to help bring our vision to life. Certain scenes in the game combine hand-crafted design (even several objects in the Hidden Object scenes come from photos to objects in the developer's home) with AI-rendered objects. The rest, however, is human-crafted. The story was 100% human-written and was meticulously polished by excellent proofreaders down to the last comma, grammar rule, and capitalization. All the audio and 3D models come from trusted non-AI asset providers.
The scene images were partially generated using AI.
AI Generated Music and SFX.
Translated from English with machine assistance.
This game is primarily hand-drawn and artist-created. A very small number of development assets were lightly assisted with AI tools, but no live AI generation occurs during gameplay. The vast majority of in-game assets, environments, characters, and cinematics are traditionally created by the developer.
Use AI tools to assist in the development of image materials, video materials, and audio materials
AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes.
AI is used to create game icon
AI was used to increase the texture resolution of the original game assets.
Some of the art for Arena has been generated using AI.
AI was used to create some 2D graphics elements
The following art assets are generated by AI: - In store page capsule images - Character portrait images - Game level backgrounds and card backgrounds images
The game leverages AI to produce in-game text on the fly (character inner monologues, dialogue, and scene descriptions) while also powering gameplay decision-making.
There are AI-generated visuals in the logos, the 3D models of towers and monuments, as well as the item and skill icons. There is no actively working AI within the game.
AI generated cinematics, imagery & audio (music & SFX)
Some character illustrations and designs in the game were assisted by AI
Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game.
AI is used as an assistant in writing code and as a text editor. A little in sound generation
Some visuals are based on generative‑AI graphics, carefully edited by hand to maintain coherent artistic integrity.
The GM is powered by Deepseek-V3, generating game content in real time.
Use of AI generated images
AI-generated images are partially utilized in the game's Loading screen and in the store promotion pages.
AI has been used for some store page and marketing materials.
A lot of art materials in the game use AI generation, please pay attention to screening.
We created references for heroes and monsters using AI image generation.
Use of AI for color enhancement, lighting, and character posing, combined with Adobe suite programs for the final touch. Applied to the various banners for the Steam store.
Ai used in generation of store art
AI was used to create some 2D graphics elements
The capsule images, promotional images, and library background images on the store page are generated using AI technology
・本ゲームは一部イラストや背景に画像生成AIによって作成された画像を使用しています。
Some graphics, icons or design.
AI-generated art object
Textures are designed mostly by a mix of AI generated images and editing software. Hopefully that will all be changed on official release.
Some marketing artwork for this game was produced in part through the use of AI. The game itself is NOT AI-generated. In-game content and assets, including its graphics, music, story and dialogue, are human-generated.
For some visuals and audio files, they were edited with the necessary photoshop and videoedit programs with support from AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Professor mother-in-law begged me to get pregnant In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | CHEN JIAWEI | - | Mar 18, 2026 | |
乾坤掷:镇宝阁推币机 In-game content artaudio | Some UI assets,BGM and SFX are created by AI | 刚正面的红领巾 | 45 | Mar 18, 2026 | |
DungeonSweeper In-game content art | AI was used to generate pre-rendered content. | Smoketree Studios | 20 | Mar 18, 2026 | |
Ecrazeus Castle Dev only code | Only AI Code was used.
- Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties.
- Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts.
- Used for debugging purposes. | Meringue Rouge | 10 | Mar 18, 2026 | |
Libra Apocrypha In-game content art | Libra Apocrypha combines traditional art creation methods with generative AI practices to create hybrid designs for some 2D artworks featured within the game. Typically this is used to conform existing artworks to an aesthetic style by using AI-based tools to recolour and adjust composition of pre-rendered shots of characters, locations and effects, most notably present in current card designs. | False Ibis Interactive | - | Mar 18, 2026 | |
Tower Survivors In-game content arttext | Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated. | Denpixel | - | Mar 18, 2026 | |
The 5th Realm Store/marketing arttextcode | I'm mostly doing this by myself and I have used AI to generate specific images related to The 5th Realm as described by myself and my game design documents. I have also given samples of documents generated by myself (like my game design document) to AI to enhance needed descriptions. These are for the initial "coming soon" store page. Except for when (and if) I get funding to complete The 5th Realm, there will be little to no AI used in generating content for the game. At this point all other documents and content are completely original. If needed, it is highly possible that in the future during further development I may ask AI for help in generating or correcting certain specific code or blueprints that I cannot do for myself. Ideally, I will pay a coder for this. In short, The 5th Realm is an all original idea and genre from my own mind that I have been working on since before the advent of AI. | Shawn Payne | - | Mar 18, 2026 | |
MythBeasts In-game content art | AI is used for placeholder images for sprites and backgrounds, to be replaced when i can get the funds to hire artists to redo all the art and make it way better quality | freshfocusgames | - | Mar 18, 2026 | |
Iria In-game content art | This game uses artificial intelligence only to create static character portraits during dialogues. All gameplay, animations, mechanics, and other elements were developed traditionally. AI was used as an artistic tool to give style and personality to the characters in their conversations. | Etamott | - | Mar 18, 2026 | |
AFKandia - Epoch of Idle In-game content art | Some items and backgrounds in the game were generated by AI and then processed again. | Yang++ Game Studio | 61 | Mar 18, 2026 | |
刻印战记:封神传奇 In-game content art | Some in-game scenes are AI-generated and then manually post-processed.
The character artwork in the game is AI-generated and subsequently refined by hand. | Lycian Studio | - | Mar 18, 2026 | |
天空之塔 In-game content codeart | The game utilizes AI-generated programming, character sprites, and CGs. | 懶爪遊戲 | - | Mar 18, 2026 | |
Allyon: Battlecry Live AI | We use AI to generate the behavior of your monsters! | Clementine Games | - | Mar 18, 2026 | |
Aura In-game content art | Ai in the skyboxes | Elaolive | - | Mar 18, 2026 | |
Power – A Ascensão dos Conquistadores In-game content artaudio | Some images were generated by the gpt chat, in addition to the implementation of some systems, artificial intelligence was used, and artificial intelligence was also used for music. | Carlos Roberto de Souza Junior | - | Mar 18, 2026 | |
Claire Darksage and the Accursed Objects Collector's Edition In-game content art | We are a small team, and used some AI-tools to help bring our vision to life. Certain scenes in the game combine hand-crafted design (even several objects in the Hidden Object scenes come from photos to objects in the developer's home) with AI-rendered objects. The rest, however, is human-crafted. The story was 100% human-written and was meticulously polished by excellent proofreaders down to the last comma, grammar rule, and capitalization. All the audio and 3D models come from trusted non-AI asset providers. | IKIGames | - | Mar 18, 2026 | |
Journey Card Store/marketing art | The scene images were partially generated using AI. | CHENGDU KEBADOU EDUCATION TECHNOLOGY CO.,LTD | - | Mar 18, 2026 | |
Lost my Collection of 600 Stars In-game content audio | AI Generated Music and SFX. | Vaggelis Arabatzoglou | - | Mar 18, 2026 | |
AUDIOMECH Unclear | Translated from English with machine assistance. | Dylan Fitterer | - | Mar 18, 2026 | |
WORLDS: The Great Odyssey In-game content art | This game is primarily hand-drawn and artist-created. A very small number of development assets were lightly assisted with AI tools, but no live AI generation occurs during gameplay. The vast majority of in-game assets, environments, characters, and cinematics are traditionally created by the developer. | Pleroma Studios | - | Mar 18, 2026 | |
Mainelander In-game content artaudio | Use AI tools to assist in the development of image materials, video materials, and audio materials | MISTY MOUNTAINS NETWORK TECHNOLOGY CO LTD | - | Mar 18, 2026 | |
DarkShine In-game content artcode | AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes. | DScorp | - | Mar 18, 2026 | |
Blade & Dragon In-game content art | AI is used to create game icon | Fori Studio | - | Mar 18, 2026 | |
Elemental: Reforged In-game content art | AI was used to increase the texture resolution of the original game assets. | Stardock Entertainment | 474 | Mar 18, 2026 | |
Arena In-game content art | Some of the art for Arena has been generated using AI. | 30 Minute Games | - | Mar 18, 2026 | |
Dragons Reef VR In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
LexiLoong In-game content art | The following art assets are generated by AI:
- In store page capsule images
- Character portrait images
- Game level backgrounds and card backgrounds images | B.Wordilia | - | Mar 18, 2026 | |
Boundless AI Fantasy Live AI text | The game leverages AI to produce in-game text on the fly (character inner monologues, dialogue, and scene descriptions) while also powering gameplay decision-making. | João Vitor Andrioli de Souza | - | Mar 18, 2026 | |
Target Dragon 2: Maze Runner In-game content art | There are AI-generated visuals in the logos, the 3D models of towers and monuments, as well as the item and skill icons. There is no actively working AI within the game. | Mustafa OZTURK | - | Mar 18, 2026 | |
Ascension Gamebook In-game content artaudio | AI generated cinematics, imagery & audio (music & SFX) | Kudomos | - | Mar 18, 2026 | |
龙与精灵 In-game content art | Some character illustrations and designs in the game were assisted by AI | AngelXiaoZ | 23 | Mar 18, 2026 | |
Tales for the Long Nights In-game content artaudiotext | Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game. | After Image Studios | - | Mar 18, 2026 | |
Backpack Seeker`s Dev only codetextaudio | AI is used as an assistant in writing code and as a text editor. A little in sound generation | kravchen1 | - | Mar 18, 2026 | |
Dragon Riddler In-game content art | Some visuals are based on generative‑AI graphics, carefully edited by hand to maintain coherent artistic integrity. | SandorHQ | - | Mar 18, 2026 | |
The Abyss Book Live AI text | The GM is powered by Deepseek-V3, generating game content in real time. | QZQ Studio | - | Mar 18, 2026 | |
Mythic Trials 2 Unclear art | Use of AI generated images | Hypno Games | 13 | Mar 18, 2026 | |
All-Front Assault Store/marketing art | AI-generated images are partially utilized in the game's Loading screen and in the store promotion pages. | Star Heart Workshop | - | Mar 18, 2026 | |
Dragon Realms Store/marketing art | AI has been used for some store page and marketing materials. | Revolt Games | - | Mar 18, 2026 | |
画剑Draw Sword In-game content art | A lot of art materials in the game use AI generation, please pay attention to screening. | 多米猪工作室 | - | Mar 18, 2026 | |
Spell Rift In-game content art | We created references for heroes and monsters using AI image generation. | Human Forge | - | Mar 18, 2026 | |
DUNGEON OF LOVE: Catch Monsters Store/marketing art | Use of AI for color enhancement, lighting, and character posing, combined with Adobe suite programs for the final touch.
Applied to the various banners for the Steam store. | Red Fables | 10 | Mar 18, 2026 | |
The Second Circle Store/marketing art | Ai used in generation of store art | DemonLabs Interactive | - | Mar 18, 2026 | |
Dragons Reef In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Dragon Expedition Store/marketing art | The capsule images, promotional images, and library background images on the store page are generated using AI technology | Eternal Studio | - | Mar 18, 2026 | |
花札の虎 In-game content art | ・本ゲームは一部イラストや背景に画像生成AIによって作成された画像を使用しています。 | Garuru Software labs inc. | 12 | Mar 18, 2026 | |
Magical Frontline Unclear art | Some graphics, icons or design. | ima shouganai | - | Mar 18, 2026 | |
The Dragons's Path Store/marketing art | AI-generated art object | Kebin Ntena | - | Mar 18, 2026 | |
Warmongers In-game content art | Textures are designed mostly by a mix of AI generated images and editing software. Hopefully that will all be changed on official release. | Good Game Studio | - | Mar 18, 2026 | |
Zorezdra Store/marketing art | Some marketing artwork for this game was produced in part through the use of AI.
The game itself is NOT AI-generated. In-game content and assets, including its graphics, music, story and dialogue, are human-generated. | Varanid Cyber | - | Mar 18, 2026 | |
Medieval Laws Elvan Rising In-game content artaudio | For some visuals and audio files, they were edited with the necessary photoshop and videoedit programs with support from AI | Y4KUT Games | - | Mar 18, 2026 |