Game application icon and splash screen's initial concepts were generated using Stable Diffusion
- Creator
- r618
- Reviews
- -
- 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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Game application icon and splash screen's initial concepts were generated using Stable Diffusion
The promotional images for the store page were partially created using generative AI
The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists.
Some parts of the game trailer include AI-generated content.
Some capsule images for the Steam store page were created using pre-generated AI tools
The in-game images, music, voices, and translations were created using AI.
Artwork, both inspirational and in game, have been generated for us by AI. Our long term plan, pending the success of the game, is to replace all AI geneated artwork with custom created, human made assets.
As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content. However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn.
This game contains recorded as well as AI generated voice lines based on licensed voice artists.
Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation.
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
AI helped create some of the assets in the game.
This game does not use AI during gameplay. However, certain promotional images on the store page were partially created or enhanced using AI-based tools.
This work utilizes AI-generated images for certain designs, including some event and map objects, as well as some item icons.
Highly modified but still ai based images in the cutscenes.
It was used for the artworks of the characters.
It was used for the artworks of the characters.
It was used for the artworks of the characters and the capsule background.
It was used for the artworks of the characters.
The Teaser Trailer uses AI generated content .
Some of the materials are AI-generated.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
Artwork for each card was generated with the help of Midjourney. All narrated events that draw from Greek mythology were generated using Claude and Elevenlabs. Sound effects and music were created using Elevenlabs and Suno. This is a passion project without any budget, so other means of generating these assets were not available.
The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation).
None
AI Disclosure All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar. KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT
Some of the voice-overs and audio was created using AI-assisted tools and editors.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both. Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper. Dialogue is human-written, scripted in advance. Music and sound are human-created. Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play). Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic. No AI-generated content is used to deceive players or misrepresent the game.
The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI.
Some visual assets (including capsule art and promotional images) were created using AI-assisted tools and further refined manually. No AI-generated content appears in gameplay, and no AI is used during runtime.
Some ingame arts created with AI help.
- Several sound pieces in the game
Steam Graphical Assets Item Names & Descriptions
Some promotional images for the game were generated by AI.
Select card art, event imagery, and UI elements were developed with the help of AI tools. No AI is used in the coding, audio, video, or marketing of the game.
Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time.
Some of the graphics were inspired from AI references
Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing.
Based on our Frontline 1 assets, we've leveraged the innovative capabilities of AI to elevate our visuals by enhancing the graphics for some of the background & art images.
I use generative AI tools to help develop some in game assets.
Images for store page
Our soundtrack was made using AI-assisted tools under full human direction. This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness.
Generative AI tools were used to assist in creating some visual materials for the store page and marketing assets. In addition, AI tools were utilized to generate or enhance certain pre-rendered in-game 2D assets, including some sprites, textures, and UI elements (such as profile pictures). This use is limited to non-critical graphical materials.
Some placeholder voice lines were generated using AI.
In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process.
The background music was made with AI tools.
Small Number of small items/meshes and Images were generated by AI.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
I used AI to write code in the game itself, as well as to create banners on Steam.
Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music. TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hollows Of Rogue In-game content art | Game application icon and splash screen's initial concepts were generated using Stable Diffusion | r618 | - | Mar 18, 2026 | |
Fish Go Store/marketing art | The promotional images for the store page were partially created using generative AI | KacperB | - | Mar 18, 2026 | |
Never Ending Dungeon In-game content textart | The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists. | Spellarena | - | Mar 18, 2026 | |
GUNBIRD Store/marketing art | Some parts of the game trailer include AI-generated content. | Zerodiv | - | Mar 18, 2026 | |
Preset Rocket Plan Store/marketing art | Some capsule images for the Steam store page were created using pre-generated AI tools | MakeThings | - | Mar 18, 2026 | |
Necro Genesis In-game content artaudiotext | The in-game images, music, voices, and translations were created using AI. | Seriass Games | - | Mar 18, 2026 | |
Charcuterie Clash In-game content art | Artwork, both inspirational and in game, have been generated for us by AI. Our long term plan, pending the success of the game, is to replace all AI geneated artwork with custom created, human made assets. | Inkdrift | - | Mar 18, 2026 | |
Beyond Lost Planets In-game content art | As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content.
However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn. | leosgamedev | - | Mar 18, 2026 | |
The Extinction Directive In-game content audio | This game contains recorded as well as AI generated voice lines based on licensed voice artists. | CustomBit | - | Mar 18, 2026 | |
Hell Forge In-game content artaudiotext | Concept arts and drafts for characters, monsters, UI icons are generated by AI, however, they have all gone through manual post-processed. Sound assets are generated by generative-AI models. Marketing materials including Library Assets are also AI-assisted generated. Some parts of localization string is assisted by AI to get proper translation. | Gabhyun Kim | 24 | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
Global Agent In-game content | AI helped create some of the assets in the game. | Pomerania Games | - | Mar 18, 2026 | |
Flame On Sire Store/marketing art | This game does not use AI during gameplay.
However, certain promotional images on the store page were partially created or enhanced using AI-based tools. | PLAY Mephistowaltz | - | Mar 18, 2026 | |
ミカゴヤマにて In-game content art | This work utilizes AI-generated images for certain designs, including some event and map objects, as well as some item icons. | Funky Dogs | - | Mar 18, 2026 | |
Dictatorch: I've S.E.E.N. you In-game content art | Highly modified but still ai based images in the cutscenes. | nhun | - | Mar 18, 2026 | |
Northbound In-game content art | It was used for the artworks of the characters. | Crow's Perch | - | Mar 18, 2026 | |
The Oaken Path In-game content art | It was used for the artworks of the characters. | Crow's Perch | - | Mar 18, 2026 | |
The Wayfarer's Oath Store/marketing art | It was used for the artworks of the characters and the capsule background. | Anima Games | - | Mar 18, 2026 | |
The Earthen Reign In-game content art | It was used for the artworks of the characters. | Crow's Perch | - | Mar 18, 2026 | |
Out of Light Store/marketing art | The Teaser Trailer uses AI generated content . | Pixelmatrix SRL | - | Mar 18, 2026 | |
Chain Dungeon Unclear | Some of the materials are AI-generated. | ZP Gaming | - | 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 | |
Areteion In-game content artaudiotext | Artwork for each card was generated with the help of Midjourney.
All narrated events that draw from Greek mythology were generated using Claude and Elevenlabs.
Sound effects and music were created using Elevenlabs and Suno.
This is a passion project without any budget, so other means of generating these assets were not available. | juxtapositioned | - | Mar 18, 2026 | |
Power TD In-game content arttext | The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation). | FunGame Studio | - | Mar 18, 2026 | |
Quietus Euphony | None | Elias Sheridan | - | Mar 18, 2026 | |
KAIBIL In-game content audioart | AI Disclosure
All writing, directing, editing, art direction and production, and all music and sprite work were fully created and/or imagined by Julio Salazar.
KAIBIL includes limited AI-assisted elements: Music by Udio; Video by Hailuo; Sprites: assisted by ChatGPT | Salazar Productions | - | Mar 18, 2026 | |
Menacetide In-game content audio | Some of the voice-overs and audio was created using AI-assisted tools and editors. | Quarantine Entertainment | - | Mar 18, 2026 | |
Explore the Universe 2175 In-game content art | Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game. | Elliot Telford | - | Mar 18, 2026 | |
星际启示录:幸存者 In-game content artaudio | The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI. | Stray Code Studio | - | Mar 18, 2026 | |
道枢六落 art | Some visual assets (including capsule art and promotional images) were created
using AI-assisted tools and further refined manually. No AI-generated content
appears in gameplay, and no AI is used during runtime. | Meng Yangyang | - | Mar 18, 2026 | |
Schedule Store Simulator In-game content art | Some ingame arts created with AI help. | Alkame Games | - | Mar 18, 2026 | |
Pathways & Poltergeists In-game content audio | - Several sound pieces in the game | Wise Goose Games | - | Mar 18, 2026 | |
Caravan Tactics: For Gold & Glory general | Steam Graphical Assets
Item Names & Descriptions | UnlikeGames | - | Mar 18, 2026 | |
Fleet Store/marketing art | Some promotional images for the game were generated by AI. | xenol | - | Mar 18, 2026 | |
Against the Horde In-game content art | Select card art, event imagery, and UI elements were developed with the help of AI tools.
No AI is used in the coding, audio, video, or marketing of the game. | Sandworm Entertainment | - | Mar 18, 2026 | |
Astral Wake Live AI textart | Astral Wake incorporates AI tools, including large language models and image generation models, in both development and gameplay—for example, for dynamic storytelling and NPCs that learn over time. | Fern Forest Games Ltd | - | Mar 18, 2026 | |
Silly Survivors Unclear art | Some of the graphics were inspired from AI references | DenaZ | 215 | Mar 18, 2026 | |
Botwave: Overclock In-game content artaudio | Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork.
All AI-assisted content was reviewed and edited by the developer.
The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing. | RaynGG | - | Mar 18, 2026 | |
Frontline: Afrika Korps In-game content art | Based on our Frontline 1 assets, we've leveraged the innovative capabilities of AI to elevate our visuals by enhancing the graphics for some of the background & art images. | Frontline: Games Series | - | Mar 18, 2026 | |
Core Splitter In-game content | I use generative AI tools to help develop some in game assets. | Splitter Studio | - | Mar 18, 2026 | |
矮人炮弹 Dwarven Cannonball art | Images for store page | COCOLAUGH STUDIO | - | Mar 18, 2026 | |
BoobyRogue: Tumor Takedown In-game content audio | Our soundtrack was made using AI-assisted tools under full human direction.
This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness. | K-Nette | 10 | Mar 18, 2026 | |
Backgammon Premium In-game content art | Generative AI tools were used to assist in creating some visual materials for the store page and marketing assets.
In addition, AI tools were utilized to generate or enhance certain pre-rendered in-game 2D assets, including some sprites, textures, and UI elements (such as profile pictures). This use is limited to non-critical graphical materials. | Spectrum.Games International Ltd | 15 | Mar 18, 2026 | |
KACAU In-game content audio | Some placeholder voice lines were generated using AI. | Josia | - | Mar 18, 2026 | |
Squad Zero Dev only art | In development, we used AI as a support tool for generating ideas and quick concept art in the early stages. The final game is based on ready-made assets and manual tweaking, so AI was used solely as an assistant in the creative process. | Code Bard | - | Mar 18, 2026 | |
Monsters Hate Only the Princess In-game content audio | The background music was made with AI tools. | H3 | - | Mar 18, 2026 | |
Rise of the Khan In-game content art | Small Number of small items/meshes and Images were generated by AI. | Stinky Poo Entertainment | - | Mar 18, 2026 | |
Mage Escape 2000 Dev only | During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project. | Frank Rodger Ivan Tom Tom Zebra | - | Mar 18, 2026 | |
Elize the Bored Sorcerer King’s Curse Store/marketing codeart | I used AI to write code in the game itself, as well as to create banners on Steam. | Pixre | - | Mar 18, 2026 | |
Chronosmith's Saga In-game content artaudio | Generative AI was used to create character and gear designs, which were then edited to create some sprites found in game. AI was also used to create some of the music.
TempusForge Studio has, wherever possible on our budget, supported creators by purchasing assets used in the project. All assets are fully licensed. | TempusForge Studio | - | Mar 18, 2026 |