AI was used to assist in translating the game's store page.
- Creator
- Midware Games
- Reviews
- 14
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI was used to assist in translating the game's store page.
Most game previews are generated using AI
AI-generated content used only for Steam page
For this project, some images in the game were created using artificial intelligence tools. This technology was used in a limited way, only for visual generation, with all other content produced manually.
AI-generated artifacts
I use a combination of AI generated voice, music, and some imagery for portraits and logos
A few images/icons were generated by AI
AI is used for store page capsule art
we used it for store capsules
Some of the background visuals for menus and cutscenes were designed using AI.
Some of the game graphics for example Logo or the main Head photo.
The capsule image was created using AI-generated art as a base
Game logo and menu image is made with ai software.
Artificial Intelligence image generation was used for our Steam store capsules and store assets (not for screenshots nor anything in-game).
We used an AI tool for the game's store page visuals.
Some images are generated by AI
Some of the game's art assets were created with the assistance of AI-generated content, all of which have been manually adjusted and comply with platform content guidelines.
AI was used to help create cutscene background.
Generative AI is used to create product company logos and Steam capsule.
AI has been used to help develop the game's cover art.
This single - handedly developed game features AI - generated sounds from suno.ai, which add a unique auditory experience. AI played a key role in the initial art concept phase by assisting with sketch design. I then translated these AI - inspired sketches into the final hand - drawn artworks. To provide multilingual support, AI translation technology was employed to ensure a seamless localized experience.
AI-generated artifacts
AI-generated artifacts
AI was used to generate the backgrounds, enemies, and character portraits. Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity. "Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources. I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible!
Helped with creation of logo
AI-generated artifacts
Used AI for spellchecking and text formatting; Used AI during code development for the purpose of suggesting code completion and generating code snippets;
This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc).
I use AI to generate pre-rendered art and music for the game.
We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices.
AI was used to create some images. Textures are generated programmatically, not by AI.
We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch.
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
AI created contents used when design store capsules and some of diecast cardboard background.
AI helps us in the basis of our design of new graphics and renderings for the different decorative elements at the marketing and in-game level.
Steam title capsule image
Used to make a few textures in game.
We used AI to create the capsules for the game's store page.
We used AI to help write some of the code for the game, as well as to help generate some of the story beats and upgrade descriptions
AI was used to generate the Title Page background, Splash background, Icons for achievements, card Icons and shop Icons
Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience.
AI was used for certain game elements, such as audio (voice-acting, music) and some ingame art (textures).
Generative AI is used to help in the early stages of products' art creation and some marketing materials.
AI support was provided for our game's poster and capsule designs.
Artificial intelligence was used in the creation of some in-game visuals.
We use AI to create store page and some in-game render assets
We used AI to generate some of the game's cover art. All gameplay, characters, and environments were created by our development team.
We used AI to create the capsules for the game's store page.
Translating from English to other langauges
Gen AI is used to help produce game assets
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Misty's Idle Fishing Store/marketing text | AI was used to assist in translating the game's store page. | Midware Games | 14 | Mar 18, 2026 | |
Games Tycoon Unclear | Most game previews are generated using AI | Insignis Games | 35 | Mar 18, 2026 | |
Wrap House Simulator🌯 Store/marketing arttext | AI-generated content used only for Steam page | Broken Lyre Entertainment | 682 | Mar 18, 2026 | |
Hotel Sim In-game content art | For this project, some images in the game were created using artificial intelligence tools. This technology was used in a limited way, only for visual generation, with all other content produced manually. | Steth Games | - | Mar 18, 2026 | |
Drug Trader Simulator - Urban Dealer Unclear | AI-generated artifacts | Vasiok GGG | - | Mar 18, 2026 | |
Frontiers Reach : Battlespace In-game content audioart | I use a combination of AI generated voice, music, and some imagery for portraits and logos | Blind Alien Productions | - | Mar 18, 2026 | |
Kingdom Wars In-game content art | A few images/icons were generated by AI | Obsidiagon | - | Mar 18, 2026 | |
Moving Simulator Store/marketing art | AI is used for store page capsule art | Corpix Games | 99 | Mar 18, 2026 | |
Off Road Together Store/marketing art | we used it for store capsules | Red Axe Games | - | Mar 18, 2026 | |
Queen's Cards In-game content art | Some of the background visuals for menus and cutscenes were designed using AI. | Raphus & Co. | 12 | Mar 18, 2026 | |
Blacksmith Tales Store/marketing art | Some of the game graphics for example Logo or the main Head photo. | ClockworkMindset | - | Mar 18, 2026 | |
Fantasy Shop Simulator ⚔️ Store/marketing art | The capsule image was created using AI-generated art as a base | One More Time | - | Mar 18, 2026 | |
Trump Tariff Store/marketing art | Game logo and menu image is made with ai software. | Valkeala Software | 21 | Mar 18, 2026 | |
Hotel Manager Simulator In-game content art | Artificial Intelligence image generation was used for our Steam store capsules and store assets (not for screenshots nor anything in-game). | Black Sea Studios | 49 | Mar 18, 2026 | |
MediSim: Emergency Response Store/marketing art | We used an AI tool for the game's store page visuals. | Mehmet Hilmi Değirmenci | - | Mar 18, 2026 | |
Billionaire in the Oil Boom Unclear art | Some images are generated by AI | Pizza OK Games | 29 | Mar 18, 2026 | |
异世界小队长 In-game content art | Some of the game's art assets were created with the assistance of AI-generated content, all of which have been manually adjusted and comply with platform content guidelines. | QiZuo Studio | - | Mar 18, 2026 | |
Backpack Scavenger In-game content art | AI was used to help create cutscene background. | Backpack Scavenger | 20 | Mar 18, 2026 | |
Store Keeper Store/marketing art | Generative AI is used to create product company logos and Steam capsule. | AlexsusDev | 14 | Mar 18, 2026 | |
Basketball Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
摸鱼 Touch Fish In-game content audioarttext | This single - handedly developed game features AI - generated sounds from suno.ai, which add a unique auditory experience.
AI played a key role in the initial art concept phase by assisting with sketch design. I then translated these AI - inspired sketches into the final hand - drawn artworks.
To provide multilingual support, AI translation technology was employed to ensure a seamless localized experience. | TaoFlow Studio | - | Mar 18, 2026 | |
Space Gas Station Simulator Unclear | AI-generated artifacts | Baker Game Forge | - | Mar 18, 2026 | |
Beaty Salon SImulator Unclear | AI-generated artifacts | Baker Game Forge | - | Mar 18, 2026 | |
Guild Encounters In-game content art | AI was used to generate the backgrounds, enemies, and character portraits.
Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity.
"Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources.
I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible! | Gyudon Games | 13 | Mar 18, 2026 | |
The Monetary Lever Store/marketing art | Helped with creation of logo | WAL Interactive | - | Mar 18, 2026 | |
CHERNOBYL: The Secrets of Pripyat Unclear | AI-generated artifacts | Baker Game Forge | - | Mar 18, 2026 | |
ErfCity Dev only textcode | Used AI for spellchecking and text formatting; Used AI during code development for the purpose of suggesting code completion and generating code snippets; | Lukasz Gawronski | - | Mar 18, 2026 | |
Life of an NPC In-game content arttext | This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc). | Max Loh | 18 | Mar 18, 2026 | |
Grow Harvest Repeat In-game content artaudio | I use AI to generate pre-rendered art and music for the game. | dyvoker | - | Mar 18, 2026 | |
eHUB cities In-game content arttextaudio | We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices. | Andarion Games GmbH | - | Mar 18, 2026 | |
Arenosum In-game content art | AI was used to create some images. Textures are generated programmatically, not by AI. | macsimusfactorre | - | Mar 18, 2026 | |
Chef of Sherwood Dev only art | We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch. | Porcelaine Games | - | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
Firewheels Shop Simulator Store/marketing art | AI created contents used when design store capsules and some of diecast cardboard background. | Alkame Games | - | Mar 18, 2026 | |
AI Clicker In-game content art | AI helps us in the basis of our design of new graphics and renderings for the different decorative elements at the marketing and in-game level. | Afk Pixel Studio | - | Mar 18, 2026 | |
Supermarket Store/marketing art | Steam title capsule image | Acute Motivation Inc | - | Mar 18, 2026 | |
Arcade Management Simulator In-game content art | Used to make a few textures in game. | Smash Game Studios | - | Mar 18, 2026 | |
PUBLIC TOILET SIMULATOR Store/marketing art | We used AI to create the capsules for the game's store page. | OneiGames | - | Mar 18, 2026 | |
Military Incremental Complex In-game content textcode | We used AI to help write some of the code for the game, as well as to help generate some of the story beats and upgrade descriptions | Space Kraken Studios | 659 | Mar 18, 2026 | |
Choco Clicker World In-game content art | AI was used to generate the Title Page background, Splash background, Icons for achievements, card Icons and shop Icons | Dream Journey Games | - | Mar 18, 2026 | |
App Empire Tycoon In-game content text | Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience. | LuminousLagoon | - | Mar 18, 2026 | |
GameOn! In-game content audioart | AI was used for certain game elements, such as audio (voice-acting, music) and some ingame art (textures). | Plum Multimedia | - | Mar 18, 2026 | |
Game Store Chronicle Store/marketing art | Generative AI is used to help in the early stages of products' art creation and some marketing materials. | Imponix Game Studio | 58 | Mar 18, 2026 | |
Factory Life Store/marketing art | AI support was provided for our game's poster and capsule designs. | FreeMind S.A. | - | Mar 18, 2026 | |
Card Linker In-game content art | Artificial intelligence was used in the creation of some in-game visuals. | Lebleby Games | - | Mar 18, 2026 | |
Blitzpoint In-game content art | We use AI to create store page and some in-game render assets | Dumbbell Games | - | Mar 18, 2026 | |
Hammam Simulator In-game content art | We used AI to generate some of the game's cover art. All gameplay, characters, and environments were created by our development team. | Dropout Code | - | Mar 18, 2026 | |
Fun Center Simulator Store/marketing art | We used AI to create the capsules for the game's store page. | Born In Garage | - | Mar 18, 2026 | |
Dwarven Rampart Unclear text | Translating from English to other langauges | Alaabale | - | Mar 18, 2026 | |
Rush Tactics In-game content art | Gen AI is used to help produce game assets | Skybox Technologies ApS | - | Mar 18, 2026 |