AI has been used to help develop the game's cover art.
- Creator
- Hard Shark Games
- Reviews
- -
- Added
- Mar 18, 2026
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AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Graphic elements like some icons and backgrounds. We are working to change it.
We use generated images as placeholders
Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process.
This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images).
Most StoryBay images are AI generated. Most of the Radio musical song tracks are AI generated. Most of the spoken dialog is AI generated.
Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI.
When creating game resources, AI was used (to generate some 3D models and images).
We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity.
We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail.
Some textures are made with AI. Text translations are made with AI. Code is written with AI.
I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content. Most AI-generated content in my project is based on models I’ve created myself. I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better!
This game is primarily hand-drawn and artist-created. A very small number of development assets were lightly assisted with AI tools, but no live AI generation occurs during gameplay. The vast majority of in-game assets, environments, characters, and cinematics are traditionally created by the developer.
I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics.
Land of the Valiants uses AI exclusively for the creation of concept art and visual assets.
Certain graphical elements utilize generative AI for graphical enhancements and generation.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets. There is no AI present in FLH which generates content or produces output of any kind.
Some of the prop icons and game UI in the game are generated using AI. And the background music in the game is generated using AI.
a few lines of the dialog were generated using AI and is currently used only as a placeholder. the concept of some icons was generated using AI, but they were largely edited.
images
Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version.
I used AI as a creative assistant during the development of this game — to generate ideas, speed up workflows, and support visual and textual content creation. Examples include: – Generating concept art for locations, equipment and magical symbols – Creating stylized icons and background illustrations in an anime-fantasy style – Drafting and refining text content (including English descriptions) – Structuring design ideas All in-game assets used in the build (models, animations, UI, gameplay systems) were assembled manually using UE5 and legally sourced content. AI supported the creative process, but did not replace core development work.
We utilized AI technology in areas such as UI design and story text. However, we also performed secondary manual processing on these elements; we did not directly use AI-generated assets and text. Furthermore, apart from the aforementioned content, all other parts of the game were created manually and did not use AI.
No AI has been used to generate game art or code. Some marketing materials use generated textures.
As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics.
게임 내 사용되는 일부 이미지들은 AI를 이용하여 제작되었습니다.
Some UI icons and background images are AI-generated.
We use generative AI tools in a very limited way to create minor in-game image assets and a small amount of marketing materials, always with human oversight and input. All core game content is carefully designed, authored, and curated by our development team to ensure quality and originality.
AI might be used to create store and/or library images.
Pre-created music with separated tracks created with AI
This title uses generative AI only for pre-generated content. During development, a small set of UI visuals (buttons/icons) and promotional artwork (such as logos and store images) were created with image-generation tools and then manually edited. No AI runs at gameplay time: there is no real-time AI for text, voice, art, levels, NPCs, or moderation. All outputs were reviewed to avoid copyright or trademark infringement and to avoid replicating the style of identifiable living artists.
Only the soundtrack was generated using artificial intelligence.
The characters voices are generated by Eleven labs. The Music is generated by Suno AI. Character images used in picture frames are generated by Chat GPT.
I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward. AI was involved in the initial generation of the capsule art, and other images on the store page. AI is not used for live generation or code during gameplay.
AI was used in the creation of 2D artwork, as well as music and sound effects in the game.
The game's intro video and skill icons were produced with the help of generative AI.
Some NPC images used AI-generated images.
I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion.
This game uses pre-generated AI images for the game. While navigating the menus, you'll see AI-generated images for menu backgrounds and buttons. The game's runtime (.exe) file icon and store images are also AI-generated.
The promotional images for this game's storefront were created using AI.
AI Model AI Music AI code
Some UI images were generated with AI tools
Some in game textures are AI generated, and parts of the steam page images.
Space Mantlet uses AI to generate in game voices and translation text in game and in the store. Voice Synthesis Powered by: Coqui TTS – Mozilla Public License 2.0 Model: tts_models/en/vctk/vits (based on the VCTK corpus)
ai is used to put things into words i couldn't otherwise because of my autism and for editing images and content
Como estudantes, acabamos usando a IA como meio de consulta, resolução de problemas e o campo artístico como logotipo do jogo.
ElevenLabs Speech Synthesis has been used to pre-generate the voice over for the tutorial.
Some early UI and graphic base elements were prototyped with the assistance of AI tools. All assets used in the final game were reviewed, cleaned, and refined by human artists to ensure originality and quality.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Car Race Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Buggy Racing Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Space Hood In-game content art | Graphic elements like some icons and backgrounds. We are working to change it. | General Gibbon | - | Mar 18, 2026 | |
Tojimon Islands Dev only art | We use generated images as placeholders | Survive The Goose Attack! | - | Mar 18, 2026 | |
Turbo Carnage In-game content art | Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process. | Haylaz Games | - | Mar 18, 2026 | |
Fitforce2 In-game content audioart | This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images). | Runnex Technology | - | Mar 18, 2026 | |
FARCRAFT In-game content artaudiotext | Most StoryBay images are AI generated.
Most of the Radio musical song tracks are AI generated.
Most of the spoken dialog is AI generated. | Riitoken | - | Mar 18, 2026 | |
Tomb of No End: Lost Squad In-game content art | Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI. | YogurtGames | - | Mar 18, 2026 | |
Steel Defence In-game content art | When creating game resources, AI was used (to generate some 3D models and images). | Storytime Games | - | Mar 18, 2026 | |
1964 Operation Velvet Twins In-game content art | We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity. | SEEP | - | Mar 18, 2026 | |
Little island In-game content arttext | We used AI tools behind the scenes to make the game more vibrant, varied and polished. AI helped us brainstorm and sketch dozens of unique sea creatures and environments, generate high-quality textures and animations faster, and even suggest balanced enemy behaviors so each battle feels fair and fun. Thanks to AI assistance, our team could focus on crafting the best gameplay moments—AI simply sped up routine tasks, letting us fill the world with more creativity and detail. | Fantasy Vortex | - | Mar 18, 2026 | |
The Joy of Mining In-game content arttextcode | Some textures are made with AI.
Text translations are made with AI.
Code is written with AI. | spielepk | - | Mar 18, 2026 | |
Soulworld In-game content textart | I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content.
Most AI-generated content in my project is based on models I’ve created myself.
I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better! | Emilie Lampron | - | Mar 18, 2026 | |
WORLDS: The Great Odyssey In-game content art | This game is primarily hand-drawn and artist-created. A very small number of development assets were lightly assisted with AI tools, but no live AI generation occurs during gameplay. The vast majority of in-game assets, environments, characters, and cinematics are traditionally created by the developer. | Pleroma Studios | - | Mar 18, 2026 | |
Ultimate Stick Battle - Beta Dev only code | I have used AI to pre-render content. I have used AI to make some of the code that I use in the game. Such that AI has helped me make the best possible CPU and help with player physics. | Robert Thiel | - | Mar 18, 2026 | |
Land Of The Valiants Store/marketing art | Land of the Valiants uses AI exclusively for the creation of concept art and visual assets. | Racs Studio | - | Mar 18, 2026 | |
SailFront In-game content art | Certain graphical elements utilize generative AI for graphical enhancements and generation. | RJTech | 12 | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 | |
FIGHT LIKE HELL In-game content art | AI was used to enhance the cover art and during the iteration phase of designing textures and object details. It provided design ideas but not finished products or assets.
There is no AI present in FLH which generates content or produces output of any kind. | Progressive Destruction Games | - | Mar 18, 2026 | |
西游肉鸽:杨戬的100种死法 In-game content artaudio | Some of the prop icons and game UI in the game are generated using AI. And the background music in the game is generated using AI. | 灵觉工作室 | - | Mar 18, 2026 | |
Last Hammashan: Awakening of a Hero In-game content textart | a few lines of the dialog were generated using AI and is currently used only as a placeholder.
the concept of some icons was generated using AI, but they were largely edited. | ALAA HAMASH | 11 | Mar 18, 2026 | |
简单飞行 Unclear art | images | Jax Leon | - | Mar 18, 2026 | |
Secret of Fantasy Dev only art | Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version. | Instable Loop Games | - | Mar 18, 2026 | |
Awakening Saga In-game content arttext | I used AI as a creative assistant during the development of this game — to generate ideas, speed up workflows, and support visual and textual content creation.
Examples include:
– Generating concept art for locations, equipment and magical symbols
– Creating stylized icons and background illustrations in an anime-fantasy style
– Drafting and refining text content (including English descriptions)
– Structuring design ideas
All in-game assets used in the build (models, animations, UI, gameplay systems) were assembled manually using UE5 and legally sourced content.
AI supported the creative process, but did not replace core development work. | Androsiel | - | Mar 18, 2026 | |
神魔山海经 In-game content text | We utilized AI technology in areas such as UI design and story text. However, we also performed secondary manual processing on these elements; we did not directly use AI-generated assets and text.
Furthermore, apart from the aforementioned content, all other parts of the game were created manually and did not use AI. | 红尘背包客 | 56 | Mar 18, 2026 | |
Flux Commander In-game content art | No AI has been used to generate game art or code. Some marketing materials use generated textures. | Semiterrestrial | - | Mar 18, 2026 | |
Arcana: Card Arena In-game content art | As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics. | Asha Games | - | Mar 18, 2026 | |
SCRUB In-game content art | 게임 내 사용되는 일부 이미지들은 AI를 이용하여 제작되었습니다. | SCRUB GAMES | - | Mar 18, 2026 | |
契约游戏:幻影 In-game content art | Some UI icons and background images are AI-generated. | Brown Sugar Mantou | - | Mar 18, 2026 | |
Rush Minutes: Online Shooter In-game content art | We use generative AI tools in a very limited way to create minor in-game image assets and a small amount of marketing materials, always with human oversight and input. All core game content is carefully designed, authored, and curated by our development team to ensure quality and originality. | MORE GAME | - | Mar 18, 2026 | |
Castles & Castellans Store/marketing art | AI might be used to create store and/or library images. | Warsaw Digital | - | Mar 18, 2026 | |
Circle of Bosses In-game content audio | Pre-created music with separated tracks created with AI | WILDGRIP | - | Mar 18, 2026 | |
HerboVest In-game content art | This title uses generative AI only for pre-generated content. During development, a small set of UI visuals (buttons/icons) and promotional artwork (such as logos and store images) were created with image-generation tools and then manually edited. No AI runs at gameplay time: there is no real-time AI for text, voice, art, levels, NPCs, or moderation. All outputs were reviewed to avoid copyright or trademark infringement and to avoid replicating the style of identifiable living artists. | MontTitanStudio | - | Mar 18, 2026 | |
Noël macabre In-game content audio | Only the soundtrack was generated using artificial intelligence. | North tales studio | - | Mar 18, 2026 | |
Empty Space: The Creator In-game content audioart | The characters voices are generated by Eleven labs.
The Music is generated by Suno AI.
Character images used in picture frames are generated by Chat GPT. | Morteza Ahmadi | - | Mar 18, 2026 | |
Agents 4 Hire Store/marketing art | I personally feel the final artwork reflects my own creative input as I used original images and applied manual edits without any AI tools during the post-processing phase, however Steam’s requirement is based on the origin of the asset, not the amount of human editing afterward.
AI was involved in the initial generation of the capsule art, and other images on the store page.
AI is not used for live generation or code during gameplay. | aa5k | - | Mar 18, 2026 | |
Guardian of Altai In-game content artaudio | AI was used in the creation of 2D artwork, as well as music and sound effects in the game. | Surreal Overflow | 18 | Mar 18, 2026 | |
Raid One : 1 vs 5 Online Boss Battle In-game content art | The game's intro video and skill icons were produced with the help of generative AI. | EOAG Games | - | Mar 18, 2026 | |
英雄之城3 In-game content art | Some NPC images used AI-generated images. | Suzhou Snail Digital Technology Co.,Ltd | - | Mar 18, 2026 | |
You Move, I Move Store/marketing text | I used AI to write me descriptions about my game. I gave it details about my game, and told it to write me a desciprtion. | Bird Box Games | 14 | Mar 18, 2026 | |
Critical Ops - Dead Zone In-game content art | This game uses pre-generated AI images for the game. While navigating the menus, you'll see AI-generated images for menu backgrounds and buttons. The game's runtime (.exe) file icon and store images are also AI-generated. | Kâzım KINCI | - | Mar 18, 2026 | |
Fengshen Siege Store/marketing art | The promotional images for this game's storefront were created using AI. | Ocean Ruyi | - | Mar 18, 2026 | |
Strange Pet World Unclear audiocode | AI Model
AI Music
AI code | PAUL YEUNG | - | Mar 18, 2026 | |
Shooting Girls In-game content art | Some UI images were generated with AI tools | TwoTone Studio | - | Mar 18, 2026 | |
Colloblast: Kingdoms of Cosmos In-game content art | Some in game textures are AI generated, and parts of the steam page images. | Wintergrim Entertainment | - | Mar 18, 2026 | |
Space Mantlet In-game content audiotext | Space Mantlet uses AI to generate in game voices and translation text in game and in the store. Voice Synthesis Powered by: Coqui TTS – Mozilla Public License 2.0 Model: tts_models/en/vctk/vits (based on the VCTK corpus) | game_gland | - | Mar 18, 2026 | |
Gemspire: Incremental Invasion Unclear textart | ai is used to put things into words i couldn't otherwise because of my autism and for editing images and content | freshfocusgames | - | Mar 18, 2026 | |
Sombrávia: Herdeiro do Abismo In-game content art | Como estudantes, acabamos usando a IA como meio de consulta, resolução de problemas e o campo artístico como logotipo do jogo. | AbyssWalker | - | Mar 18, 2026 | |
We Are Prophet In-game content audio | ElevenLabs Speech Synthesis has been used to pre-generate the voice over for the tutorial. | Michael Schmeißer | - | Mar 18, 2026 | |
Scarf of Embers Dev only art | Some early UI and graphic base elements were prototyped with the assistance of AI tools. All assets used in the final game were reviewed, cleaned, and refined by human artists to ensure originality and quality. | Hinges | - | Mar 18, 2026 |