Meshy AI is used to make some props and characters in the game, also some widgets are images made with AI.
- Creator
- Temporal Realms Studio
- Reviews
- -
- Added
- Mar 18, 2026
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Meshy AI is used to make some props and characters in the game, also some widgets are images made with AI.
在动画美术资源上使用了ai
Some marketing assets and a few 3D models were created with AI assistance, some sprites were created with AI, while all core gameplay, design, and creative direction were developed by the team.
This game uses artificial intelligence (AI) to create some in-game assets, such as game icons, ingredient images, and perk visuals. All AI-generated content has been reviewed, edited, and selected by the developer before being implemented into the game. The game does not use AI to generate real-time content during gameplay, and players cannot create or influence AI-generated content while playing.
We used generative AI for the studio's logo design and for the panels displayed in the cutscene when the new game starts.
AI-generated art object
Using AI tools to create illustrations.
This game is a visual novel, and the majority of the images featured in the game were created using AI-assisted tools. All generated visuals have been selected, edited, and finalized by the developer to fit the narrative and artistic direction of the game. AI-assisted tools were also used during the writing and editing process of the game’s text, particularly for language refinement, consistency, and quality control. Translations of the game into languages other than Turkish will be produced using AI-assisted translation tools. The game does not contain any dynamically generated AI content presented to the player in real time during gameplay.
AI is used for some visual assets.
Some images, backgrounds, characters, and styles are created by artificial intelligence.
We used generative AI tools to create some in-game graffiti textures.
There is Pre-Generated AI On the Store Page Capsules and some in game assets.
For translations and texts.
Some Marketing images are generated with AI.
Images and Audio were generated using paid compliant AI that is not taught on unlicensed material. Ethically generated as needed as this is a free game and would not exist without the assistance AI provides to Indie Devs. We are just trying to give people a fun experience. As they say hate the Player don't hate the Game.
游戏美术有使用AI辅助
Haze uses AI to generate unique, procedural game content that ensures no two playthroughs are identical. AI-Generated Content: - Scene Imagery: Scenes are generated using Replicate's imagen-4 model, creating unique visual environments as players explore - Narrative & Dialogue: Google Gemini generates scene descriptions, story text, and contextual responses based on player actions - Interactive Elements: AI analyzes scenes to determine clickable areas, available actions, and discoverable items How It Works: When players explore the game world, AI services generate new scenes and narrative content in real-time based on the current story context and player choices. This creates a dynamic, branching experience where the horror unfolds differently for each player. Data Usage: Player interactions are processed to generate contextually appropriate content during gameplay. No player data is used to train AI models. Game content is generated on-demand and stored locally on the player's device.
During the development of our game, we utilized generative AI to create the main background image used in the game scene.
During the development of this game, generative AI technologies were utuilized to assist in the creation of some 3D models and visiual design assets. We view AI as a tool for inspiration and efficiency in this journey, not as the final creator.
AI usage (development & marketing only). Paws & Circuits: Reboot Earth does not generate content live in-game and does not accept user prompts or inputs. During development, generative AI was used as a supportive tool (e.g., for concept iteration, text drafts, a few placeholder voice lines, and select marketing assets and occasional placeholder textures). All outputs were manually reviewed, edited, and curated. The shipped content is static, non-interactive, and contains no live AI and no user-generated content. If any assets are flagged via Steam’s reporting tools, they will be removed or replaced promptly. Over time, placeholders will be gradually replaced with hand-crafted assets. Content notice: Themes of environmental pollution/cleanup and survival (possible death by cold/starvation). No combat, no graphic violence.
AI-generated art object
The graphic shows images of units (actions) that are created on the basis of real software features to change development time. Additionally, some functionality was ported from a raw state and refined using AI, and AI is also being used to write several of the core systems. (In the trailer, we also used some AI-generated audio and images.)
Generative AI tools were used during development to create some visual assets (such as UI artwork and promotional images). All AI-assisted assets were reviewed and manually edited to match DraQu’s style and quality standards.
Sprite of the character
Some pictures and icons are created and/or modified using AI. Text-to-speech was used for voice recordings.
AI-generated content was used for the Steam Store images.
Some visual assets (icons, artwork) and parts of the music were created using artificial intelligence.
AI helped me a lot when moving from GML to C#. The music in the Early Access version is also AI generated this is just a free-time hobby project and I mainly needed some semi ambient tracks to set the mood. Later on, I plan to purchase proper human made tracks before the full release. Towards the end of development I also used an AI plugin for Aseprite to speed up animating some of my own hand drawn sprites, but the very vast majority of the graphics was made by me, handcrafted, pixel by pixel.
The app uses AI to create personalized daily recommendations and to generate adaptive reading texts.
AI was used to generate custom icons and sprites, such as inventory items, map markers, and logos. We also used AI for NPC voice acting and spell checking in subtitles.
This game does not use generative AI to create content during gameplay. Generative AI tools have been used in a limited way during development to assist in creating some marketing assets (such as concept art and sound effects). These assets are curated, edited, and finalized by the developers to ensure quality and originality. In-game systems such as enemy behavior, wave generation, and co-op difficulty scaling rely on traditional game AI logic, not generative AI.
The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated.
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.
This game uses AI-generated images only for non-interactive content such as menu artwork and icons. No live AI generation occurs during gameplay, and AI is not used to create story, dialogue, or dynamic game mechanics.
This game includes limited use of generative AI during development. Generative AI was used in the creation of the game’s logo and certain background visuals, and was used to generate a small number of sound effects. Additional audio assets were sourced from third-party asset stores and integrated into the project in accordance with their licenses. All remaining content, including gameplay design, implementation, art, and systems, was created directly by the developer. No generative AI is used during gameplay and it does not affect the player experience.
Some images, textures, text elements, sounds, music, names, and marketing copy for the game were created with the assistance of generative AI tools.
Tutankhamun: Builders of the Eternal is developed by a solo indie developer. It is his first game, representing a labor of love and evoking childhood game favorites. AI-assisted tools were used during development to help create some audio, text, and image assets. All in-game content is static, curated, and manually implemented by the developer. The game does not use live AI generation during gameplay.
We use AI to generate some graphic assets.
This game does not generate real-time AI content during gameplay. However, AI tools were used during development to assist with marketing materials, promotional texts, and concept planning. All in-game content, assets, and interactions are manually created and controlled by the developers.
Some visual assets, concept art, and textures in Santa’s Legacy were created using AI-assisted generation tools, then refined and integrated in Unity to match the game’s artistic direction.
This game uses AI only as a base for certain visuals (store artwork, interface elements, and a few buttons) and one or two 3D meshes. All of these assets were then reworked, modified, and finalized manually. No content is generated automatically or in real time during gameplay.
AI has been used to generate the images for a few of the cards as they currently exist in Nightmares. Most of the card images are created by actual artists and we're working to have the remaining generated images replaced prior to launch.
In the game project, AI was used to write part of the code. Developers only need to describe requirements in natural language—such as designing gameplay mechanics or optimizing the UI—and AI can automatically generate corresponding code snippets. It also supports code completion, bug fixing, and performance optimization. This significantly boosts development efficiency, lowers development barriers, and makes the game development process more efficient and convenient.
Ai Art
The capsule art for the game was made using AI-assisted tools.
"Red Chair uses AI-assisted tools (such as ChatGPT and Midjourney) during development. AI was used to help generate story materials, detective case files, and narrative texts, as well as some promotional artworks and store capsules. All AI-assisted content was reviewed, edited, and finalized by our writing and art team before being included in the game. No gameplay logic, detective mechanics, or interactive features were generated by AI."
Main title splash picture partially AI generated.
Main logo picture is AI adjusted. However, The rest of the pictures like the adventurer inside the game after selection like The player character and monsters are fully hand drawn by a person I know. Background pictures might have AI in them as i didnt make them but they are free pictures to use. (Ive checked this before adding them into the game) The game dont use any AI to sort itself or any fighting mechanic in the game as ive made the code myself.
Marketing Material and Translations (AI-Generated)
We used AI tools to optimize and enhance some of our pictures used in market page. They are not fully AI generated, just edited.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Treasures of the Maipo In-game content art | Meshy AI is used to make some props and characters in the game, also some widgets are images made with AI. | Temporal Realms Studio | - | Mar 18, 2026 | |
立冬 LI Dong In-game content art | 在动画美术资源上使用了ai | LIDONG | - | Mar 18, 2026 | |
Traitor's Kitchen In-game content art | Some marketing assets and a few 3D models were created with AI assistance, some sprites were created with AI, while all core gameplay, design, and creative direction were developed by the team. | Ambar Games | - | Mar 18, 2026 | |
Survival Menu Live In-game content art | This game uses artificial intelligence (AI) to create some in-game assets, such as game icons, ingredient images, and perk visuals.
All AI-generated content has been reviewed, edited, and selected by the developer before being implemented into the game.
The game does not use AI to generate real-time content during gameplay, and players cannot create or influence AI-generated content while playing. | Low Sleep Studio | - | Mar 18, 2026 | |
Skyborne Chronicles In-game content art | We used generative AI for the studio's logo design and for the panels displayed in the cutscene when the new game starts. | Ivan Gvozdanovic | - | Mar 18, 2026 | |
Vice Thief Simulator: 80s Nostalgia In-game content art | AI-generated art object | Oddi Tycoon | - | Mar 18, 2026 | |
Noir Tycoon Store/marketing art | Using AI tools to create illustrations. | Joybyte Games | - | Mar 18, 2026 | |
Goodbye Shadow In-game content arttext | This game is a visual novel, and the majority of the images featured in the game were created using AI-assisted tools.
All generated visuals have been selected, edited, and finalized by the developer to fit the narrative and artistic direction of the game.
AI-assisted tools were also used during the writing and editing process of the game’s text, particularly for language refinement, consistency, and quality control.
Translations of the game into languages other than Turkish will be produced using AI-assisted translation tools.
The game does not contain any dynamically generated AI content presented to the player in real time during gameplay. | Terekeme Game | - | Mar 18, 2026 | |
Galaxy Card Game In-game content art | AI is used for some visual assets. | FOGMOE | 18 | Mar 18, 2026 | |
Сакура In-game content art | Some images, backgrounds, characters, and styles are created by artificial intelligence. | SvetaSky | - | Mar 18, 2026 | |
Fpv Labs - Drone Simulator In-game content art | We used generative AI tools to create some in-game graffiti textures. | FPVLabs | 99 | Mar 18, 2026 | |
The Last Night: Zomie Attack In-game content art | There is Pre-Generated AI On the Store Page Capsules and some in game assets. | JamieGames | - | Mar 18, 2026 | |
YourFocus In-game content text | For translations and texts. | ImNotMFP | - | Mar 18, 2026 | |
Planets and Pancakes Store/marketing art | Some Marketing images are generated with AI. | Noble | - | Mar 18, 2026 | |
Mother Ducker In-game content artaudio | Images and Audio were generated using paid compliant AI that is not taught on unlicensed material. Ethically generated as needed as this is a free game and would not exist without the assistance AI provides to Indie Devs. We are just trying to give people a fun experience. As they say hate the Player don't hate the Game. | MonoBehaviour Games | - | Mar 18, 2026 | |
北洋风云 In-game content art | 游戏美术有使用AI辅助 | 左手茶工作室 | - | Mar 18, 2026 | |
Haze Live AI arttext | Haze uses AI to generate unique, procedural game content that ensures no two playthroughs are identical.
AI-Generated Content:
- Scene Imagery: Scenes are generated using Replicate's imagen-4 model, creating unique visual environments as players explore
- Narrative & Dialogue: Google Gemini generates scene descriptions, story text, and contextual responses based on player
actions
- Interactive Elements: AI analyzes scenes to determine clickable areas, available actions, and discoverable items
How It Works:
When players explore the game world, AI services generate new scenes and narrative content in real-time based on the current
story context and player choices. This creates a dynamic, branching experience where the horror unfolds differently for each
player.
Data Usage:
Player interactions are processed to generate contextually appropriate content during gameplay. No player data is used to train
AI models. Game content is generated on-demand and stored locally on the player's device. | Glassmind Interactive | - | Mar 18, 2026 | |
Spot The Word In-game content art | During the development of our game, we utilized generative AI to create the main background image used in the game scene. | Enseke | - | Mar 18, 2026 | |
Delivery Master In-game content art | During the development of this game, generative AI technologies were utuilized to assist in the creation of some 3D models and visiual design assets. We view AI as a tool for inspiration and efficiency in this journey, not as the final creator. | MustDev | - | Mar 18, 2026 | |
Paws & Circuits: Reboot Earth In-game content arttextaudio | AI usage (development & marketing only).
Paws & Circuits: Reboot Earth does not generate content live in-game and does not accept user prompts or inputs. During development, generative AI was used as a supportive tool (e.g., for concept iteration, text drafts, a few placeholder voice lines, and select marketing assets and occasional placeholder textures). All outputs were manually reviewed, edited, and curated. The shipped content is static, non-interactive, and contains no live AI and no user-generated content.
If any assets are flagged via Steam’s reporting tools, they will be removed or replaced promptly. Over time, placeholders will be gradually replaced with hand-crafted assets.
Content notice: Themes of environmental pollution/cleanup and survival (possible death by cold/starvation). No combat, no graphic violence. | Flame Lashes | - | Mar 18, 2026 | |
LITTLE CAT TINY STRAYS In-game content art | AI-generated art object | Phillip Burton | - | Mar 18, 2026 | |
SkyInFlames In-game content artaudiocode | The graphic shows images of units (actions) that are created on the basis of real software features to change development time. Additionally, some functionality was ported from a raw state and refined using AI, and AI is also being used to write several of the core systems. (In the trailer, we also used some AI-generated audio and images.) | VasyliyBritva | 207 | Mar 18, 2026 | |
DraQu: Elemental Awakening Store/marketing art | Generative AI tools were used during development to create some visual assets (such as UI artwork and promotional images). All AI-assisted assets were reviewed and manually edited to match DraQu’s style and quality standards. | ALTF4 Games | - | Mar 18, 2026 | |
Built in 5 minutes art | Sprite of the character | Ratthamontree Burimas | - | Mar 18, 2026 | |
Hadal In-game content artaudio | Some pictures and icons are created and/or modified using AI.
Text-to-speech was used for voice recordings. | CoralHeavens | - | Mar 18, 2026 | |
Cafe Business Manager Store/marketing art | AI-generated content was used for the Steam Store images. | Caos Interactive | 318 | Mar 18, 2026 | |
Sancta In-game content artaudio | Some visual assets (icons, artwork) and parts of the music were created using artificial intelligence. | Jan Lebeda | - | Mar 18, 2026 | |
Shadows Of Thornkeep In-game content audioart | AI helped me a lot when moving from GML to C#. The music in the Early Access version is also AI generated this is just a free-time hobby project and I mainly needed some semi ambient tracks to set the mood. Later on, I plan to purchase proper human made tracks before the full release. Towards the end of development I also used an AI plugin for Aseprite to speed up animating some of my own hand drawn sprites, but the very vast majority of the graphics was made by me, handcrafted, pixel by pixel. | Tryzna83 | - | Mar 18, 2026 | |
Catch the Light Live AI text | The app uses AI to create personalized daily recommendations and to generate adaptive reading texts. | Hugglebit | - | Mar 18, 2026 | |
Blood and Dust In-game content artaudiotext | AI was used to generate custom icons and sprites, such as inventory items, map markers, and logos. We also used AI for NPC voice acting and spell checking in subtitles. | PiggyNose Games | - | Mar 18, 2026 | |
让魔法再次伟大 In-game content artaudio | This game does not use generative AI to create content during gameplay.
Generative AI tools have been used in a limited way during development to assist in creating some marketing assets (such as concept art and sound effects). These assets are curated, edited, and finalized by the developers to ensure quality and originality.
In-game systems such as enemy behavior, wave generation, and co-op difficulty scaling rely on traditional game AI logic, not generative AI. | JOSOUL | - | Mar 18, 2026 | |
Cardinal Fall In-game content audioart | The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated. | Metahusk | - | 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 | |
Solo Chef Simulator In-game content art | This game uses AI-generated images only for non-interactive content such as menu artwork and icons. No live AI generation occurs during gameplay, and AI is not used to create story, dialogue, or dynamic game mechanics. | North Disk | - | Mar 18, 2026 | |
Kriv Solas In-game content artaudio | This game includes limited use of generative AI during development.
Generative AI was used in the creation of the game’s logo and certain background visuals, and was used to generate a small number of sound effects.
Additional audio assets were sourced from third-party asset stores and integrated into the project in accordance with their licenses.
All remaining content, including gameplay design, implementation, art, and systems, was created directly by the developer.
No generative AI is used during gameplay and it does not affect the player experience. | Digiairy | - | Mar 18, 2026 | |
D.I.G. — Discover Infinite Galaxies In-game content arttextaudio | Some images, textures, text elements, sounds, music, names, and marketing copy for the game were created with the assistance of generative AI tools. | BloomSpaceGames | - | Mar 18, 2026 | |
Tutankhamun – Builders of the Eternal In-game content arttextaudio | Tutankhamun: Builders of the Eternal is developed by a solo indie developer. It is his first game, representing a labor of love and evoking childhood game favorites. AI-assisted tools were used during development to help create some audio, text, and image assets. All in-game content is static, curated, and manually implemented by the developer. The game does not use live AI generation during gameplay. | TreeByte Software | - | Mar 18, 2026 | |
TerrApocalipse In-game content art | We use AI to generate some graphic assets. | StDesign | - | Mar 18, 2026 | |
E-Commerce Simulator In-game content textart | This game does not generate real-time AI content during gameplay. However, AI tools were used during development to assist with marketing materials, promotional texts, and concept planning. All in-game content, assets, and interactions are manually created and controlled by the developers. | Lagom Bytes | - | Mar 18, 2026 | |
Santa's Legacy In-game content art | Some visual assets, concept art, and textures in Santa’s Legacy were created using AI-assisted generation tools, then refined and integrated in Unity to match the game’s artistic direction. | Pixel's Studio | - | Mar 18, 2026 | |
Fokkland In-game content art | This game uses AI only as a base for certain visuals (store artwork, interface elements, and a few buttons) and one or two 3D meshes. All of these assets were then reworked, modified, and finalized manually. No content is generated automatically or in real time during gameplay. | GearheadFoxGames | - | Mar 18, 2026 | |
Nightmares In-game content art | AI has been used to generate the images for a few of the cards as they currently exist in Nightmares. Most of the card images are created by actual artists and we're working to have the remaining generated images replaced prior to launch. | https://steamcommunity.com/groups/NightmaresCardGaming | - | Mar 18, 2026 | |
文字生存守则 Dev only code | In the game project, AI was used to write part of the code. Developers only need to describe requirements in natural language—such as designing gameplay mechanics or optimizing the UI—and AI can automatically generate corresponding code snippets. It also supports code completion, bug fixing, and performance optimization. This significantly boosts development efficiency, lowers development barriers, and makes the game development process more efficient and convenient. | 冷漠乌鸦 | - | Mar 18, 2026 | |
Journey Center Earth Unclear art | Ai Art | PlaySimulation Studio | - | Mar 18, 2026 | |
Skyline Settlers Store/marketing art | The capsule art for the game was made using AI-assisted tools. | Riza Ozhan | - | Mar 18, 2026 | |
Red Chair In-game content textart | "Red Chair uses AI-assisted tools (such as ChatGPT and Midjourney) during development.
AI was used to help generate story materials, detective case files, and narrative texts, as well as some promotional artworks and store capsules.
All AI-assisted content was reviewed, edited, and finalized by our writing and art team before being included in the game.
No gameplay logic, detective mechanics, or interactive features were generated by AI." | Tink Team Ltd | 14 | Mar 18, 2026 | |
Deepest Blue Store/marketing art | Main title splash picture partially AI generated. | Steve Turner | - | Mar 18, 2026 | |
Little Brave Adventurer Store/marketing art | Main logo picture is AI adjusted.
However, The rest of the pictures like the adventurer inside the game after selection like The player character and monsters are fully hand drawn by a person I know.
Background pictures might have AI in them as i didnt make them but they are free pictures to use. (Ive checked this before adding them into the game)
The game dont use any AI to sort itself or any fighting mechanic in the game as ive made the code myself. | Xray | - | Mar 18, 2026 | |
Backfire Brigade In-game content text | Marketing Material and Translations (AI-Generated) | Pierre Nury | - | Mar 18, 2026 | |
Operation: Peons Store/marketing art | We used AI tools to optimize and enhance some of our pictures used in market page. They are not fully AI generated, just edited. | Aemora Studio | - | Mar 18, 2026 |