Some translations are AI-generated.
- Creator
- HowWolf
- Reviews
- -
- Added
- Mar 18, 2026
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Some translations are AI-generated.
Some sprites in game were created with the use of AI.
AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product. AI was used to assist with minor code segments and some dialogue lines.
As an independent developer, I use AI during development as a learning and workflow assistant. It helps me understand tools, write a small portion of code, and polish some localization. All final content in the game is personally reviewed and tested.
The characters dialogue sound clips were pre-generated using AI.
Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists.
Voiceovers are AI generated
This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer.
The product contains images produced by AI that has been trained using data produced and owned by Stardock.
Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans. We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation.
We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game.
AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page.
Angel Guardian has been in development for over eight years, long before the rise of modern generative AI. During that time, more than 150 artists, designers, programmers, musicians, writers, and other contributors have helped shape its world. As development evolved, we incorporated AI tools into parts of our creative pipeline including story development, dialogue iteration, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music experimentation, and voice prototyping to accelerate iteration and explore ideas more efficiently. Every AI-assisted asset and system was reviewed, directed, refined, or recreated by our development team. AI was one tool among many used to help bring our long-standing vision to life.
Starting with the version 1.3 patch, AI tools were used to make minor translation updates to French, Spanish and German text in conjunction with a review by a professional.
AI is used to generate text for some specific NPCs with non-interactive dialogue.
Contains a certain amount of art, game textures, and radio music generated or assembled using AI.
Some elements of the images were textured using AI.
Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds
The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models.
It generate some in-game graphics.
Generative AI was used to create music and sound effects for the game.
Capsule image Ingame Texts Ingame Images
The game's art assets and code content were all generated by AI.
- Voiceovers and animations - Various graphic elements
Metaheuristic allows you to interact with LLM in convenient way. Metaheuristic isn't reselling LLM generated content, user must obtains its own API key for using external LLM service. Right now, there is only one allowed LLM - OpenAI's ChatGPT
Backgrounds
The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded).
Generative AI is used for translations into languages I do not master and to create early 3D model prototypes. These prototypes are manually refined before being integrated into the game. No generative AI is used during gameplay or to dynamically generate in-game content.
**Disclosure on Use of Generative AI in Development** *Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development. This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers: * **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality. * **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape. Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay.
Visual art
We have used open source LLMs trained on our game's lore and dialogue to generate quests. We have used our own private NeRF systems to generate some 3D models. Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system.
During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry. These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team.
* Contents below are copied from the game, the soundtrack does not use any Generative AI technology. User will be able to talk in freeform with the NPCs within the game world according to the environment given to them. Some of the evidence (photos on the wall, book covers) have been created using AI tools
Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence.
Used AI to create images such as loading screen and steam art.
Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme.
- Text-related: Translation of store descriptions for non-Japanese stores
AI was used to generate voiceovers for tutorial.
We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game.
Some art resources was generated using open-source AI image generators.
The game contains portraits and images generated by AI.
PowerCharge uses AI images for the artwork of the cards and certain user interface elements.
Original art, Blender, AI and Photoshop are combined to create in-game assets
This game contains AI generated contents. The graphic is generated by AI and fixed by human. This game contains violence scenes.
There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI.
游戏中部分美术素材由AI生成
The cover art and character poses and expressions in our game were initially generated using AI during the development phase to enhance the creative process. These elements were then redrawn by our art team to ensure quality and originality. Additionally, the story text within the game was refined, proofread, and translated with the assistance of AI tools. No real-time AI content is generated during gameplay, ensuring players receive a consistent and controlled gaming experience.
Note: One UI sprite icon and one wall art in the game was created using AI.
Generative AI was used in the production of photorealistic game object images and some sound effects.
A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sweet Dreams In-game content text | Some translations are AI-generated. | HowWolf | - | Mar 18, 2026 | |
Wings of Redemption In-game content art | Some sprites in game were created with the use of AI. | Nukeborn Studio | 12 | Mar 18, 2026 | |
Dead Underworld In-game content arttextcode | AI tools were used in the production process of some graphical assets. In these cases AI is mainly used as a middleman to add detail between first drafts and final product.
AI was used to assist with minor code segments and some dialogue lines. | Manmachina | - | Mar 18, 2026 | |
九条命 In-game content codetext | As an independent developer, I use AI during development as a learning and workflow assistant.
It helps me understand tools, write a small portion of code, and polish some localization.
All final content in the game is personally reviewed and tested. | Yoyiyo Studio | - | Mar 18, 2026 | |
Noga In-game content audio | The characters dialogue sound clips were pre-generated using AI. | Ilan Manor | - | Mar 18, 2026 | |
All in Abyss: Judge the Fake In-game content art | Background images in this game partially contains AI generated content that is post-processed by hand and given final touches to best suit the game's thematics. "The City" does not conform to this, and is created from the ground up by the fine hands of the creators and artists. | ACQUIRE Corp. | 366 | Mar 18, 2026 | |
D-Day VR Museum In-game content audio | Voiceovers are AI generated | Lichtblau IT | 15 | Mar 18, 2026 | |
Unfeigned Depths In-game content audio | This game contains works created by use of AI in the creation of dialogue audio for the characters. All AI generated content was created as original works by the developer. | Voidwire Interactive | - | Mar 18, 2026 | |
The Political Machine 2024 Store/marketing art | The product contains images produced by AI that has been trained using data produced and owned by Stardock. | Stardock Entertainment | 248 | Mar 18, 2026 | |
Nothorian In-game content arttext | Nothorian is an original work developed by our creative team. Some artwork and promotional text were assisted by AI tools (GPT) during development. No AI content is generated during gameplay, and all content has been carefully reviewed and adapted by humans.
We use it as a support tool for some things (as almost everyone does these days), but our team designed the story and the entire game and oversaw everything. There is no crazy or dangerous real-time generation. | Raghnar | 10 | Mar 18, 2026 | |
The Dream Office In-game content audioart | We have utilized an AI program to help us generate music within the game and Steam Main Graphics for the game. | BEPLAYER | 50 | Mar 18, 2026 | |
Demonsomnia In-game content art | AI assistance was utilized in creating the loading screen images, some in-game painting images in Demonsomnia, and some images on the store page. | Demonsomnia Team | 280 | Mar 18, 2026 | |
Angel Guardian In-game content arttextaudio | Angel Guardian has been in development for over eight years, long before the rise of modern generative AI. During that time, more than 150 artists, designers, programmers, musicians, writers, and other contributors have helped shape its world.
As development evolved, we incorporated AI tools into parts of our creative pipeline including story development, dialogue iteration, enemy balancing, difficulty tuning, concept art exploration, animation prototyping, music experimentation, and voice prototyping to accelerate iteration and explore ideas more efficiently.
Every AI-assisted asset and system was reviewed, directed, refined, or recreated by our development team. AI was one tool among many used to help bring our long-standing vision to life. | Corgee inc | - | Mar 18, 2026 | |
STORY OF SEASONS: Grand Bazaar In-game content text | Starting with the version 1.3 patch, AI tools were used to make minor translation updates to French, Spanish and German text in conjunction with a review by a professional. | Marvelous Inc. | 1.3k | Mar 18, 2026 | |
Trolddom In-game content text | AI is used to generate text for some specific NPCs with non-interactive dialogue. | Plant Based Games | 204 | Mar 18, 2026 | |
ESCAPELAND In-game content artaudio | Contains a certain amount of art, game textures, and radio music generated or assembled using AI. | eX Software | - | Mar 18, 2026 | |
Shadows Labyrinth In-game content art | Some elements of the images were textured using AI. | Kratos Games | - | Mar 18, 2026 | |
Felon-E Live AI text | Traditionally, NPCs (non-player characters) do not play active roles in video games. However, with the use of AI, they become the main characters of the game. Players can communicate with NPCs verbally through a microphone, and it is the AI that responds | Jumbo Mana | - | Mar 18, 2026 | |
Blood Midnight Blossom In-game content art | The graphics in the game (backgrounds and sprites) - are the result of strong processing of 3d models. | podval01 | - | Mar 18, 2026 | |
Dating after becoming a Vtuber In-game content art | It generate some in-game graphics. | FirePillar2 | - | Mar 18, 2026 | |
Lunch In-game content audio | Generative AI was used to create music and sound effects for the game. | Gamer Time Zone | - | Mar 18, 2026 | |
Rebel! In-game content textart | Capsule image
Ingame Texts
Ingame Images | The Ministry of Propaganda | 19 | Mar 18, 2026 | |
焚鸾:误红妆 In-game content artcode | The game's art assets and code content were all generated by AI. | Villain Role | - | Mar 18, 2026 | |
RestorArt: Fairwood Hills Unclear audioart | - Voiceovers and animations
- Various graphic elements | MixoGames Ltd. | - | Mar 18, 2026 | |
Metaheuristic Unclear | Metaheuristic allows you to interact with LLM in convenient way.
Metaheuristic isn't reselling LLM generated content, user must obtains its own API key for using external LLM service.
Right now, there is only one allowed LLM - OpenAI's ChatGPT | Metaheuristic | - | Mar 18, 2026 | |
Myth Finders | Backgrounds | 8floor ltd | - | Mar 18, 2026 | |
Gore Doctor In-game content arttext | The game uses some AI generated and manually modified content only for paitings and photographs as well as for some of the text content (modified and reworded). | Salient Games | 17 | Mar 18, 2026 | |
Whisper of the Swallows In-game content textart | Generative AI is used for translations into languages I do not master and to create early 3D model prototypes. These prototypes are manually refined before being integrated into the game. No generative AI is used during gameplay or to dynamically generate in-game content. | Blown Leaves | 181 | Mar 18, 2026 | |
Lost Traces: Genesis In-game content artaudio | **Disclosure on Use of Generative AI in Development**
*Lost Traces: False Awakening* and *Lost Traces: Genesis* are ambitious projects developed by a **small indie team**. To efficiently achieve the large scope and detail of the game's world, we made selective use of pre-generated tools during development.
This approach was strictly limited to foundational elements which were then heavily refined by human artists and engineers:
* **Character Designs (Images):** A portion of the initial character design concepts and visual elements (used on the store page and in-game) were informed by licensed image generation tools, such as **Stable Diffusion**. Every single piece of content has since been **manually edited, digitally painted, and extensively refined** by our artists to ensure unique visual identity and high quality.
* **Voice Dialogue (Audio):** A portion of the in-game voice dialogue was generated using licensed text-to-speech or AI voice tools. This audio was subsequently run through **professional editing, mastering, and processing** to ensure vocal quality, pacing, and consistency across the game's soundscape.
Our team maintains **full creative and artistic control** over all final assets. We did not use any AI tools to generate content *live* during gameplay. | Stavros Theologou | - | Mar 18, 2026 | |
Elven Rivers 6: Guardians of Hope Collector's Edition Unclear art | Visual art | BigCityLab | - | Mar 18, 2026 | |
Abyss In-game content textart | We have used open source LLMs trained on our game's lore and dialogue to generate quests.
We have used our own private NeRF systems to generate some 3D models.
Some of our marketing materials, game icons, and concept art was generated using art we had designers create under contract for this game. That art was used to train an open source generative system. | Old World Labs | 34 | Mar 18, 2026 | |
Method Of Entry In-game content art | During development, our team MAY use assistive AI design tools to support the creation of certain static visual graphic elements, such as logos, graphics, and UI. Any such materials are further refined and shaped by our artists to ensure they align with the creative direction and standards of Method of Entry.
These tools allow us to maintain a high level of visual quality for the best experience possible from our small development team. | Attack Dog Studios™ | - | Mar 18, 2026 | |
Uncover the Smoking Gun Live AI arttext | * Contents below are copied from the game, the soundtrack does not use any Generative AI technology.
User will be able to talk in freeform with the NPCs within the game world according to the environment given to them.
Some of the evidence (photos on the wall, book covers) have been created using AI tools | ReLU Games, Inc. | 393 | Mar 18, 2026 | |
Escape Darkness Store/marketing art | Artificial intelligence was used only for Store Photos, no content in the game was created or directed by artificial intelligence. | AkaySoft | - | Mar 18, 2026 | |
Mole Royal Store/marketing art | Used AI to create images such as loading screen and steam art. | Hungry Cats Games | - | Mar 18, 2026 | |
Runes of Aereal In-game content art | Some images in the game were partly designed by artificial intelligence image generation. They were adapted in a unique way to fit in the general theme. | Bart Alluyn | - | Mar 18, 2026 | |
RUSHING BEAT X: Return Of Brawl Brothers In-game content text | - Text-related: Translation of store descriptions for non-Japanese stores | CITY CONNECTION | 69 | Mar 18, 2026 | |
RAGER In-game content audio | AI was used to generate voiceovers for tutorial. | Insane Prey | 13 | Mar 18, 2026 | |
Deconstruction Simulator In-game content art | We used generative AI for: art on the store page, and some in-game textures. Each AI-generated content was then manually adjusted by our in-house artist to ensure the presence of human input in the art and high quality of the game. | Games Incubator | 1.4k | Mar 18, 2026 | |
Burger Kombat Unclear art | Some art resources was generated using open-source AI image generators. | Four Guys, One Burger | 147 | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
PowerCharge In-game content art | PowerCharge uses AI images for the artwork of the cards and certain user interface elements. | Cody Suthers | - | Mar 18, 2026 | |
Snavenger In-game content art | Original art, Blender, AI and Photoshop are combined to create in-game assets | Conklin Systems | - | Mar 18, 2026 | |
It was a human. In-game content art | This game contains AI generated contents. The graphic is generated by AI and fixed by human.
This game contains violence scenes. | Loser/s | 461 | Mar 18, 2026 | |
Deadshot In-game content art | There was AI image generation used for creating bases for some environment textures, those bases were heavily modified by hand to fit the game from the original texture spit out by AI. | v0lt | 10 | Mar 18, 2026 | |
无尽的冒险 In-game content art | 游戏中部分美术素材由AI生成 | 水月suigetsu | 79 | Mar 18, 2026 | |
寻物少女 Quest Girl In-game content arttext | The cover art and character poses and expressions in our game were initially generated using AI during the development phase to enhance the creative process. These elements were then redrawn by our art team to ensure quality and originality. Additionally, the story text within the game was refined, proofread, and translated with the assistance of AI tools. No real-time AI content is generated during gameplay, ensuring players receive a consistent and controlled gaming experience. | NickXie | - | Mar 18, 2026 | |
Sky Harvest In-game content art | Note: One UI sprite icon and one wall art in the game was created using AI. | Armored Cat | 68 | Mar 18, 2026 | |
Flower in Us In-game content artaudio | Generative AI was used in the production of photorealistic game object images and some sound effects. | Chalkseagull | 386 | Mar 18, 2026 | |
Symbol of Sacrifice Unclear art | A few background concepts were generated with AI that retains respect to artist copyright (Adobe Firefly) but we are still working on reworking these few instances with our art team! | Umbrella Labs | - | Mar 18, 2026 |