It was used for the artworks of the characters and the capsule background.
- Creator
- Anima Games
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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It was used for the artworks of the characters and the capsule background.
It was used for the artworks of the characters.
AI is not used in the game, only for marketing materials
there is one cutscene (about 3 seconds) where the animation were generated by AI
AI was used to generate pre-rendered content.
Some image assets are generated or edited using these tools, but all illustrations are ultimately created by an artist. Furthermore, these tools were used to produce animations for the trailer.
Some cutscenes and the game title are AI-generated images.
Use of AI in Development (Pre-Generated Only) -Our game does not create new content at runtime. During development we used AI as a helper in two ways: -Programming: code-completion and refactor suggestions (e.g., test scaffolds, lint fixes). All code was reviewed and modified by a human before inclusion. -Assets: early concepts/placeholders for UI icons and marketing drafts. Final in-game and store assets were painted/edited and approved by our team before shipping. -We do not ship unreviewed model outputs, and we do not include content we believe infringes others’ rights. This disclosure follows Steam’s guidance to label pre-generated vs. live-generated AI usage; our title uses pre-generated only.
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets. To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
The app was developed through both my own coding effort, as well as back and forth coding prompts with ChatGPT 5. Additionally, art assets were generated through use of ChatGPT 5.
We use AI to speed up our work. We don't create objects from scratch with AI, we only edit what we have drawn ourselves.
Some in-game text were proofread and improved by AI-powered writing reviewer. No other game assets were AI-gnereated. All sprites you see here are hand-pixelated.
Some assets were created using generative AI.
Partial art resources are completed with AI assistance.
Some of the materials are being used for the game.
to generate palceholder content before we will replace them by human made content
Some assets and promotional materials were created or enhanced using AI tools. However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running. All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used.
We use AI translation to support multiple languages. We use AI image generation for the illustrations and backgrounds used in the game. Some of the game's programming is supported by AI.
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay. All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text. UI generation, which will likely be replaced later with non-AI-created assets. Occasional code corrections, but 90% of the code was written by myself.
Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today.
Game contains images generated by AI.
AI image generation was used to help design the Steam store page capsule images
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
As a solo developer I could not hire professional voice actors so I used Eleven labs to record sounds for some game Characters.
AI was used temporarily to prototype some UI elements. These will be refined or replaced during development.
To restyle ingame screenshots, sort of like a filter on the image guide I create.
Steam Graphical Assets Item Names & Descriptions
AI draws illustrations of the characters.
2D assets, and sound
The store page text in languages other than Japanese is automatically translated 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.
The battle backgrounds are AI generated
Generative artificial intelligence was used in the creation of part of the visual content.
All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools.
Some of the graphics were inspired from AI references
This game features only a single illustration, which serves as the menu background and was created using AI-generated image content.
Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer.
To support more players around the world, some language translations on this page were assisted by AI tools. Certain lines may be imperfect, and we will continue improving them with your feedback.
This game uses AI-generated voice(Non live) acting for some characters. All voices were created and edited by the developers to fit the atmosphere of the game.
Use in cover art
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
The background music was made with AI tools.
AI was used to create 3D models, images, and voiceovers.
I used AI to write code in the game itself, as well as to create banners on Steam.
Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future.
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.
AI has been used to help develop the game's cover art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Epic Game Maker Store/marketing art | AI is not used in the game, only for marketing materials | Electricpunch | - | Mar 18, 2026 | |
Karma Jump 2 In-game content art | there is one cutscene (about 3 seconds) where the animation were generated by AI | nomnomstudio | - | Mar 18, 2026 | |
DungeonSweeper In-game content art | AI was used to generate pre-rendered content. | Smoketree Studios | 20 | Mar 18, 2026 | |
ShuffleHunt Store/marketing art | Some image assets are generated or edited using these tools, but all illustrations are ultimately created by an artist. Furthermore, these tools were used to produce animations for the trailer. | PURESO_STUDIO | 10 | Mar 18, 2026 | |
The Girl In White In-game content art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Palaxin In-game content codeart | Use of AI in Development (Pre-Generated Only)
-Our game does not create new content at runtime. During development we used AI as a helper in two ways:
-Programming: code-completion and refactor suggestions (e.g., test scaffolds, lint fixes). All code was reviewed and modified by a human before inclusion.
-Assets: early concepts/placeholders for UI icons and marketing drafts. Final in-game and store assets were painted/edited and approved by our team before shipping.
-We do not ship unreviewed model outputs, and we do not include content we believe infringes others’ rights. This disclosure follows Steam’s guidance to label pre-generated vs. live-generated AI usage; our title uses pre-generated only. | Riviera Tech Solutions j.d.o.o. | - | Mar 18, 2026 | |
Dungeons and Warbands In-game content art | I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards. | Omer Erenturk | 11 | Mar 18, 2026 | |
Path of the Herald: Character Creator In-game content art | The app was developed through both my own coding effort, as well as back and forth coding prompts with ChatGPT 5. Additionally, art assets were generated through use of ChatGPT 5. | Herald Games | - | Mar 18, 2026 | |
Uanamon: Jamacy Dev only art | We use AI to speed up our work. We don't create objects from scratch with AI, we only edit what we have drawn ourselves. | Wowky Games LLC | - | Mar 18, 2026 | |
Fate Machine In-game content text | Some in-game text were proofread and improved by AI-powered writing reviewer.
No other game assets were AI-gnereated. All sprites you see here are hand-pixelated. | Gin Drinkers Studio | - | Mar 18, 2026 | |
Tidy Up Unclear | Some assets were created using generative AI. | GameShock | - | Mar 18, 2026 | |
Devil Tower Note In-game content art | Partial art resources are completed with AI assistance. | Qinghe Quadrant | - | Mar 18, 2026 | |
ArvusForge Unclear | Some of the materials are being used for the game. | UniqX Lab | - | Mar 18, 2026 | |
The First Library general | to generate palceholder content before we will replace them by human made content | Escliene Games | - | Mar 18, 2026 | |
Battle Synth In-game content arttext | Some assets and promotional materials were created or enhanced using AI tools.
However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control. | Cow Games | 66 | Mar 18, 2026 | |
IN LOVE : Temptations in Amsterdam In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
IN LOVE: Mystic Passions Pack In-game content art | This game uses AI-generated images that were created during the development phase (e.g., for backgrounds, characters, or other visual assets). No AI-generated content is created or modified while the game is running.
All AI-generated content complies with Steam Store requirements, and no copyrighted or impersonating material has been used. | Playtouch | - | Mar 18, 2026 | |
DELTARIS In-game content arttextcode | We use AI translation to support multiple languages.
We use AI image generation for the illustrations and backgrounds used in the game.
Some of the game's programming is supported by AI. | XEXTRA JAPAN | - | Mar 18, 2026 | |
ForgeRun In-game content textart | ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions. | StariStudios | - | Mar 18, 2026 | |
Cryoborn : convergence In-game content textcode | AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text.
UI generation, which will likely be replaced later with non-AI-created assets.
Occasional code corrections, but 90% of the code was written by myself. | Ortharion project | - | Mar 18, 2026 | |
Fly & Shadow Unclear artaudiotextcode | Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today. | 7th Life Studios | - | Mar 18, 2026 | |
Quill & Sword: Fate of Eryndor In-game content art | Game contains images generated by AI. | gunesustunalp | - | Mar 18, 2026 | |
Digital Crypt's Fantasy Marbles Store/marketing art | AI image generation was used to help design the Steam store page capsule images | James Stringer | - | Mar 18, 2026 | |
Max’s Adventures: Christmas Edition In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | J Indie Games | - | Mar 18, 2026 | |
Edge of Destruction In-game content audio | As a solo developer I could not hire professional voice actors so I used Eleven labs to record sounds for some game Characters. | Surin | 18 | Mar 18, 2026 | |
Beards & Brewed Dev only art | AI was used temporarily to prototype some UI elements. These will be refined or replaced during development. | TadolakDev | - | Mar 18, 2026 | |
CardBoard Unclear art | To restyle ingame screenshots, sort of like a filter on the image guide I create. | Wooden Barrel Games LLC | - | Mar 18, 2026 | |
Caravan Tactics: For Gold & Glory general | Steam Graphical Assets
Item Names & Descriptions | UnlikeGames | - | Mar 18, 2026 | |
MAZE SURVIVORS In-game content art | AI draws illustrations of the characters. | HARAMI Studio | - | Mar 18, 2026 | |
Remi In-game content artaudio | 2D assets, and sound | Devichi | - | Mar 18, 2026 | |
The Apothecary of Trubiz In-game content text | The store page text in languages other than Japanese is automatically translated by AI. | kinjo | 488 | 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 | |
Arcane Veins In-game content art | The battle backgrounds are AI generated | Orquin Games | - | Mar 18, 2026 | |
Nechess In-game content art | Generative artificial intelligence was used in the creation of part of the visual content. | Monochrome Studio | - | Mar 18, 2026 | |
Raiderheim In-game content art | All in-game content, interactions, and outcomes are fully created and controlled by the development team, with no AI influencing gameplay. Some development assets, such as concept art, icons, or marketing materials, were generated using AI tools. | Digital Crow Tree | - | Mar 18, 2026 | |
Silly Survivors Unclear art | Some of the graphics were inspired from AI references | DenaZ | 215 | Mar 18, 2026 | |
Aakihiko Aruberutasu Adisony Apurinsu Azumeragi - Ahikoaexperiment Asatu In-game content art | This game features only a single illustration, which serves as the menu background and was created using AI-generated image content. | Aakihiko Aadizon Prince | - | Mar 18, 2026 | |
Candy Destroyer In-game content art | Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer. | CanDes Games | - | Mar 18, 2026 | |
Witch's Lounge In-game content text | To support more players around the world, some language translations on this page were assisted by AI tools. Certain lines may be imperfect, and we will continue improving them with your feedback. | Wolsang Studio | - | Mar 18, 2026 | |
Nullwake In-game content audio | This game uses AI-generated voice(Non live) acting for some characters. All voices were created and edited by the developers to fit the atmosphere of the game. | 44days company | 14 | Mar 18, 2026 | |
Battles Store/marketing art | Use in cover art | Pixel Play | - | Mar 18, 2026 | |
Avalon Jewels Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | 10 | Mar 18, 2026 | |
Monsters Hate Only the Princess In-game content audio | The background music was made with AI tools. | H3 | - | Mar 18, 2026 | |
Caveman Startup In-game content artaudio | AI was used to create 3D models, images, and voiceovers. | Artur Medvedev | - | 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 | |
UNDERDEEP In-game content arttext | Since we’re a small development team, we use AI-generated images and edit them for our projects. We also plan to use AI for language localization. If downloads grow steadily after launch, we hope to collaborate with professional creators in the future. | UNDERDEEP | - | 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 | |
Wukong Fights Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 |