Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill.
- Creator
- The Tale Oven
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,508 disclosures tracked
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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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Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill.
This game uses AI-assisted tools to create visual assets such as herbs, characters, and backgrounds. All content has been curated, edited, and integrated manually to ensure a consistent and cohesive art style.
We use AI as a tool to help create some of the game’s artwork, such as characters, items, and backgrounds, to speed up the development process.
AI tools were used for helping with certain tasks
The single-player framework and associated features for the game were developed by humans, but the multi-player framework and a few general game polish features were developed by AI. Additionally, AI was used to help flush out the description for the store page, since I couldn't be bothered to write another essay - I don't think I ended up using most of it though - so that's kind of a waste *shrug* :/
Music generated using Udio
It helps me create game assets, which I then refine myself.
AI Was used to assist in coding, and the production of client and website graphics, music and SFX.
As a solo developer some art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly replace these generated assets.
The game's logo and some in-game artwork were created using generative AI.
Contains AI-assisted audio and minor UI icon assets. All gameplay systems, mechanics, and levels are handcrafted by the developer.
The game includes pre-generated AI-assisted assets. These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets. All AI-generated content is fixed and does not change during gameplay. No AI systems are used for real-time content generation or player interaction.
AI is used only on narratives.
Game art and marketing
AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played.
Some promotional images for Pigmen’s Challenge, including store page artwork and certain non-gameplay visual materials, were created with the assistance of AI tools. AI is not used during gameplay. The game does not use AI to generate gameplay, logic, systems, dialogue, characters, levels, or any interactive player-facing content in real time. All AI-assisted materials were reviewed and edited by the developer before being used.
Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers
Some minor 2D assets, such as item icons, were created with the assistance of AI tools and later manually edited. All final assets used in the game are fixed, reviewed, and do not generate content during gameplay.
Some backgrounds in the game were provided by an external creator and were created using AI tools.
“Generation of images for the shop page as placeholders during the prerelease phase, as well as individual 3D elements as placeholders.”
The development of this game was handled by a team of just two people. To create a rich and engaging visual novel despite our small size, we used artificial intelligence (AI) as an assistive tool. AI was involved in the initial generation of several elements, including background images, sound effects, and provided a base for editing the character sprites. Every AI-generated asset was then carefully selected, thoroughly edited, and integrated by us to ensure it fits the game's style and delivers a consistent, high-quality experience. This approach allowed us to bring our idea to life efficiently.
Generative AI was used in-part to draft and edit the codebase.
Warvox uses AI-generated artwork only for promotional images on the Steam store page. The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team. Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets. No generative AI alters player content, visuals, progression, or narrative during gameplay.
Some of the card image was generated by AI
We use AI tools to support various parts of our development process: Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code. Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development. Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos. Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing.
AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists.
We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code.
As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island. This includes: Assisting in the creation of certain UI elements Helping with coding learning and a small number of the sound effects Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects. All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation. No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated.
AI is used for 3d assets and some coding
AI generated images have been used as reference images. All generated images have been either very heavily modified or fully redrawn by artists before.
Generative artificial intelligence tools were used in a limited capacity during development to assist with asset creation and efficiency. In-game content and materials were manually reviewed, refined, and finalized by the developer.
AI tools were used to generate content for both the game and its store presence. Specifically, AI was used to create marketing materials and capsule images for the store page. In-game, AI was utilized to create visual assets for units and buildings, as well as video elements for the studio intro and the main menu.
AI used only for promo materials: - Logos: AI-generated (image tools). - Trailer & banners: AI-assisted. All in-game content handcrafted. No runtime AI.
AI has been used to develop flavour text of items.
Card images are generated by AI.
Some of the graphics were created with generative AI.
部分宣传图片使用了AI生成
This game uses AI Generated background image, icons, bgm.
Icons and logos in-game and for marketing may be created with the use of AI
Some backgrounds were generated using AI.
The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up. AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand.
AI was used to generate the store images and splash page for Dungeonfall.
Character, monsters and logo artworks.
Character, monsters artworks and capsule arts.
Character, monsters and backgrounds artworks.
I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create. So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs. I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful.
Please note: The effect images on the store page were generated by AI and are not game screenshots.
AI was used to create pixel images, some BGM.
AI was used to generate the characters, backgrounds, and some of the game’s details, which I further refined myself, as well as for gif animation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fyrardien In-game content audio | Every character, story, and animation in this game is handcrafted. AI was only used, albeit reluctantly, to help create some background music — the only magic not coming from the author’s quill. | The Tale Oven | - | Mar 18, 2026 | |
Mystical Herbalists In-game content art | This game uses AI-assisted tools to create visual assets such as herbs, characters, and backgrounds. All content has been curated, edited, and integrated manually to ensure a consistent and cohesive art style. | Jan Brychta | - | Mar 18, 2026 | |
Endless Tiles In-game content art | We use AI as a tool to help create some of the game’s artwork, such as characters, items, and backgrounds, to speed up the development process. | Zemon | - | Mar 18, 2026 | |
DungeonOS Unclear | AI tools were used for helping with certain tasks | Grave Hammer Games | - | Mar 18, 2026 | |
Yet Another Jumping Game Store/marketing text | The single-player framework and associated features for the game were developed by humans, but the multi-player framework and a few general game polish features were developed by AI. Additionally, AI was used to help flush out the description for the store page, since I couldn't be bothered to write another essay - I don't think I ended up using most of it though - so that's kind of a waste *shrug* :/ | C. Uriah | - | Mar 18, 2026 | |
Dragon’s Breath In-game content audio | Music generated using Udio | monsters&creatures | - | Mar 18, 2026 | |
Lone Warrior In-game content art | It helps me create game assets, which I then refine myself. | Noob | - | Mar 18, 2026 | |
Enarian Online In-game content artaudio | AI Was used to assist in coding, and the production of client and website graphics, music and SFX. | Enarian Online | 40 | Mar 18, 2026 | |
Realms Cup In-game content art | As a solo developer some art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly replace these generated assets. | Berraco | - | Mar 18, 2026 | |
Santa Holiday Puzzle In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Spellfall: Last Mage Standing In-game content audioart | Contains AI-assisted audio and minor UI icon assets. All gameplay systems, mechanics, and levels are handcrafted by the developer. | Chain Five Games | - | Mar 18, 2026 | |
Zareck: The VideoGame In-game content art | The game includes pre-generated AI-assisted assets.
These consist of HUD/UI elements, some static in-game images, and a limited number of 3D assets.
All AI-generated content is fixed and does not change during gameplay.
No AI systems are used for real-time content generation or player interaction. | ArgentinGames | - | Mar 18, 2026 | |
Late Night Tales In-game content text | AI is used only on narratives. | Moonlapse Studio | - | Mar 18, 2026 | |
Argonauts Agency: Patterns of Morpheus In-game content art | Game art and marketing | 8floor ltd | - | Mar 18, 2026 | |
Tales of Evion: Forgotten Dreams In-game content artaudio | AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played. | Tyshym Miller | - | Mar 18, 2026 | |
Pigmen's Challenge In-game content art | Some promotional images for Pigmen’s Challenge, including store page artwork and certain non-gameplay visual materials, were created with the assistance of AI tools.
AI is not used during gameplay. The game does not use AI to generate gameplay, logic, systems, dialogue, characters, levels, or any interactive player-facing content in real time.
All AI-assisted materials were reviewed and edited by the developer before being used. | Batuhan YILDIRIM | - | Mar 18, 2026 | |
Undying One In-game content art | Environment tiles are assisted by AI tools to support the game’s art development. We intend to get rid of this IA asset as soon as possible. All gameplay and player content is fully created and controlled by the developers | Novens Studio | - | Mar 18, 2026 | |
LostVein:The Sunken Vestige In-game content art | Some minor 2D assets, such as item icons, were created with the assistance of AI tools and later manually edited. All final assets used in the game are fixed, reviewed, and do not generate content during gameplay. | Donguri Punch Games | - | Mar 18, 2026 | |
summer story In-game content art | Some backgrounds in the game were provided by an external creator and were created using AI tools. | karol_thegame | - | Mar 18, 2026 | |
Frontiers of the Realms Store/marketing art | “Generation of images for the shop page as placeholders during the prerelease phase, as well as individual 3D elements as placeholders.” | Jonas Alber | - | Mar 18, 2026 | |
Vampire's Kiss: Time Paradox In-game content artaudio | The development of this game was handled by a team of just two people. To create a rich and engaging visual novel despite our small size, we used artificial intelligence (AI) as an assistive tool. AI was involved in the initial generation of several elements, including background images, sound effects, and provided a base for editing the character sprites.
Every AI-generated asset was then carefully selected, thoroughly edited, and integrated by us to ensure it fits the game's style and delivers a consistent, high-quality experience. This approach allowed us to bring our idea to life efficiently. | ORION Studio | - | Mar 18, 2026 | |
Ghostie Town Dev only code | Generative AI was used in-part to draft and edit the codebase. | Joshua Hanneson | - | Mar 18, 2026 | |
Warvox In-game content art | Warvox uses AI-generated artwork only for promotional images on the Steam store page.
The game itself does not use generative AI for gameplay, visuals, characters, environments, quests, dialogue, audio, or story content. All in-game assets, systems, and content are created and authored by the development team.
Any AI referenced within gameplay refers solely to traditional, non-generative game AI systems such as enemy behavior, combat logic, pathfinding, and decision-making. These systems do not generate new content and do not modify player-facing assets.
No generative AI alters player content, visuals, progression, or narrative during gameplay. | Iconix Games Studio | - | Mar 18, 2026 | |
Deep Dive Dungeon In-game content art | Some of the card image was generated by AI | DP Studio | - | Mar 18, 2026 | |
List In-game content codeartaudio | We use AI tools to support various parts of our development process:
Coding assistance: AI helps streamline parts of the game development by suggesting or optimizing code.
Concept art: We collaborate with our artists to generate AI-assisted concept art, allowing us to iterate faster during early visual development.
Marketing: Occasionally, we use AI tools in combination with our VFX and music teams to create promotional videos.
Voice acting: We use AI-generated sample lines to guide voice actors during recording sessions and provide reference tone and pacing. | Flux Point Studios, Inc. | - | Mar 18, 2026 | |
Mining Wizards In-game content art | AI technology was utilized to create initial art assets, including some icons. The final output was manually refined by artists. | TMA Forge | 105 | Mar 18, 2026 | |
We Are The Wall In-game content audiotextcode | We use AI to generate the music you hear in the trailer(s), and have used it to refine our descriptions of the game as you see on Steam. Occasionally we may use AI to assist us in coding the game, or completely write parts of code for our game. However, during gameplay there are no parts of AI used, what you see in the game when it comes to art, 3D-models, effects, etc., is made manually without AI, with the exception being parts of the code. | NorthWall Studio | - | Mar 18, 2026 | |
Anomaly Island In-game content artaudiocode | As a solo developer, I use Generative AI in limited, clearly defined ways during the development of Anomaly Island.
This includes:
Assisting in the creation of certain UI elements
Helping with coding learning and a small number of the sound effects
Generating quick previews of marketing materials via in-game screenshots lightly animated into short clips for promotional use
All AI-assisted marketing assets are explicitly labeled and further edited or composited using traditional tools, such as Adobe After Effects.
All unlabeled images, screenshots, and videos shown on this Steam page or in official trailers are directly captured from real in-engine gameplay with no generative AI manipulation.
No environments, models, animations, gameplay systems, level design, or narrative content are AI-generated. | DreamsmithGames | - | Mar 18, 2026 | |
Project: Latticeborn In-game content artcode | AI is used for 3d assets and some coding | Ilhan Kilinc | - | Mar 18, 2026 | |
WonderLang English Dev only art | AI generated images have been used as reference images. All generated images have been either very heavily modified or fully redrawn by artists before. | bair games | - | Mar 18, 2026 | |
Gridlings In-game content artaudiotext | Generative artificial intelligence tools were used in a limited capacity during development to assist with asset creation and efficiency. In-game content and materials were manually reviewed, refined, and finalized by the developer. | GlacierFrame | - | Mar 18, 2026 | |
Random Realms Hero Under Siege In-game content art | AI tools were used to generate content for both the game and its store presence. Specifically, AI was used to create marketing materials and capsule images for the store page. In-game, AI was utilized to create visual assets for units and buildings, as well as video elements for the studio intro and the main menu. | KizerGraphics | - | Mar 18, 2026 | |
War Land TD In-game content art | AI used only for promo materials:
- Logos: AI-generated (image tools).
- Trailer & banners: AI-assisted.
All in-game content handcrafted. No runtime AI. | Nichita Levandovici | - | Mar 18, 2026 | |
Vytal Tactics In-game content text | AI has been used to develop flavour text of items. | Vytal Studios | - | Mar 18, 2026 | |
Adventure Card Game In-game content art | Card images are generated by AI. | LnDev1 | - | Mar 18, 2026 | |
Estória In-game content art | Some of the graphics were created with generative AI. | Jonathan Jahnke | - | Mar 18, 2026 | |
蛙爷的进化之路 Store/marketing art | 部分宣传图片使用了AI生成 | 阿郎 | - | Mar 18, 2026 | |
Five Dice In-game content artaudio | This game uses AI Generated background image, icons, bgm. | MeMe Games | - | Mar 18, 2026 | |
Mage Castle In-game content art | Icons and logos in-game and for marketing may be created with the use of AI | Pinch Labs | - | Mar 18, 2026 | |
Newborn: The Tears of the Garnet In-game content art | Some backgrounds were generated using AI. | FSTGAME | - | Mar 18, 2026 | |
Librarian: Tidy Up the Arcane Library! In-game content arttext | The four assets in this work—one UI component and three landscape paintings used as wall decorations (frames not included)—were produced using additional AI for refinement. None of them were created by AI from the ground up.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | ArtRising | 15k | Mar 18, 2026 | |
Darkward In-game content art | AI tools were used during development to generate initial concept art; all final in-game graphics were then manually redrawn and refined by hand. | Radek Volf | 29 | Mar 18, 2026 | |
Dungeonfall Store/marketing art | AI was used to generate the store images and splash page for Dungeonfall. | AGNQ Tech Solutions | - | Mar 18, 2026 | |
The Clockwork Requiem In-game content art | Character, monsters and logo artworks. | Anima Games | - | Mar 18, 2026 | |
Eastbound In-game content art | Character, monsters artworks and capsule arts. | Crow's Perch | - | Mar 18, 2026 | |
The Eternal Night In-game content art | Character, monsters and backgrounds artworks. | Anima Games | - | Mar 18, 2026 | |
Slotomancer In-game content art | I'm not a corporation that can afford help designing and creating art for this game. I'm just a guy making a game I wanted to create.
So, this game uses generated assets for symbol art and wizard portraits to mitigate up-front development costs.
I am committed to supporting human artists and will replace any AI generated art with real artist work if the game becomes successful. | Flatts | - | Mar 18, 2026 | |
Crazy Toad In-game content art | Please note: The effect images on the store page were generated by AI and are not game screenshots. | Timmy | - | Mar 18, 2026 | |
Witch and Rich In-game content artaudio | AI was used to create pixel images, some BGM. | Hoon Arcade | - | Mar 18, 2026 | |
Treasurer In-game content art | AI was used to generate the characters, backgrounds, and some of the game’s details, which I further refined myself, as well as for gif animation. | Owl's Howls | - | Mar 18, 2026 |