Utilize AI to generate UI icons and character portraits.
- Creator
- 逆凡登仙工作室
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Utilize AI to generate UI icons and character portraits.
AI is used to create game icon
AI assisted in programming the game and some of the artwork.
AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli.
We use AI to quickly generate marketing materials—both images and text—during development to save time and explore ideas. These help us share the game's vision early, even as assets are still being created. All AI-generated content will be replaced with in-game footage and original art from our team as development progresses.
The station AI's voice is made by AI.
Some marketing materials
AI was used to increase the texture resolution of the original game assets.
As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets.
In the game, AI (DeepSeek) was used to create some natural landscape images, such as mountains, forests, houses, and fantasy spaces. All the above-mentioned content consists of images. Furthermore, all these elements were generated entirely by AI (DeepSeek) based on brief textual descriptions, created from scratch without involving any copyrighted human figures or existing images. Beyond this, no other content in the game was created by AI (DeepSeek).
Some of the 2D background images were created using AI.
Generative AI tools were used to assist in the development of some assets in the game.
The AI has been used for gameplay concepts and suggestions.
2D Asset Generation Debugging QA Testing
The game's menu visuals, menu background music, store images, and soundtrack were generated using AI tools before being added to the game and store.
i used ai to generate pictures for the character concepts.
AI used for some 3d assets
We use AI tools to generate pre-rendered content such as concept art from sketches, 3D model bases to sculpt on, voice AI for NPCs and for some marketing materials.
The game uses AI to generate the store promotional images.
Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay.
This game uses AI-generated content in two areas. The character voiceovers were created using ElevenLabs to provide high-quality text-to-speech performance. Additionally, certain character artwork was created with Meshy AI. These tools were used to support the development of voice acting and visual assets, and all generated content has been integrated and curated manually to fit the game’s design.
1.AI generates a small number of background images and store images 2. AI generated game plots
Some of the art for Arena has been generated using AI.
AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets.
Background image material and character image material are generated by AI
The background of the game and parts of the items are generated by AI
Some of the marketing billboard textures have been created with AI. Image and Logo enhancements with AI tools in Photoshop
Some visual or written assets in the game and on the store page were assisted by generative AI tools during development. These include occasional concept ideas or minor graphic elements. No live AI-generated content is used during gameplay.
Use AI to create enemy character designs and music.
The promotional images and UI art assets of this game are generated using AI !
AI was used to create some 2D graphics elements
We use AI to make translation of text in different languages. After that we try always to proofread the texts by native speaker.
This game uses AI-assisted tools for creating store page assets, translations, marketing materials, and a small portion of visual effects and animations.
AI-generated content is used selectively in this game to enhance visual and audio presentation. Specifically, AI-generated images are utilized for store page artwork, in-game billboards, and a few textures applied to non-essential assets. Additionally, AI voice generation is used for certain character voices to streamline development and maintain stylistic consistency. All AI-generated elements are carefully curated and integrated to support the game’s atmosphere without compromising originality or gameplay experience.
Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated.
This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline. AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page.
A small amount of resources created through generative AI tools, such as icons or scene models, were used in the game.
Some scene or character images were generated.
Generative AI played a significant role in early environment creation, allowing rapid visual exploration and iteration during development. These AI-assisted environments were then manually edited, refined, and authored into their final form. All shipped content is static and handcrafted, and the game does not use generative AI during gameplay.
Some 2D artwork in the game was created with AI assistance.
As a solo developer, I wore a lot of hats while making this game, from coding to design and everything in between. To help speed things up and focus more on gameplay and polish, I used some generative AI tools during development: Visuals: A few in-game and store assets, such as textures, images, and concept references, were created with the help of AI tools, then edited and refined to match the look and feel I was going for. Code Assistance: I also occasionally used AI to help with coding, mostly for brainstorming solutions, catching bugs faster, or speeding up repetitive tasks. At the end of the day, every part of this game went through my hands. AI was just one of many tools in the toolbox. All creative direction, design choices, and final implementations were made by me.
Some of the Localizations were done by AI(Deep Seek).
Some image asset designs have made use of AI.
• A local LLM powers the Intent Recognition System for voice command interpretation. It is also used in select situations to generate custom dialogue responses to the player's voice & text input. • Pre-recorded dialogue is personalized by processing through Piper TTS neural speech synthesis that generates the personalized version in real-time. • Speech to text transcription is powered by OpenAI Whisper STT. All AI systems run locally on the user's system with no online component.
Artificial intelligence was used to create marketing materials.
The card UI artwork in the game was created with AI-generated technology.
AI 生成一些图片资源
We used AI to create the capsules for the game's store page and several assets in the game
Some image texture resources are generated by AI.
As a solo developer, I used AI to create some textures and marketing art (e.g., Steam capsule images) for the Dartmour: Tablets of the Ancients demo, as well as for coding assistance during development. The demo does not use AI for live-generated content or code during gameplay. The future full game, The Tablets of the Ancients: Chapter I - Dartmour, will feature an LLM to enhance dynamic storytelling, with details to follow closer to release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
逆凡登仙传 In-game content art | Utilize AI to generate UI icons and character portraits. | 逆凡登仙工作室 | - | Mar 18, 2026 | |
Blade & Dragon In-game content art | AI is used to create game icon | Fori Studio | - | Mar 18, 2026 | |
Shield Hero In-game content artcode | AI assisted in programming the game and some of the artwork. | Bryant Frankford | - | Mar 18, 2026 | |
Shitty Game Dev only art | AI tools wEre used only as support, similar to Photoshop, but all creative direction and final artwork are entirely original by Gbaroli. | Gbaroli | - | Mar 18, 2026 | |
Deep Breath In-game content arttext | We use AI to quickly generate marketing materials—both images and text—during development to save time and explore ideas. These help us share the game's vision early, even as assets are still being created. All AI-generated content will be replaced with in-game footage and original art from our team as development progresses. | dotgame | - | Mar 18, 2026 | |
Zero-G Guns In-game content audio | The station AI's voice is made by AI. | Roel204 | - | Mar 18, 2026 | |
Mystic Store/marketing | Some marketing materials | ILHAM | - | Mar 18, 2026 | |
Elemental: Reforged In-game content art | AI was used to increase the texture resolution of the original game assets. | Stardock Entertainment | 474 | Mar 18, 2026 | |
Salvager In-game content art | As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets. | Fox and Hollow Studios | - | Mar 18, 2026 | |
灰烬军团 命运协奏曲 In-game content art | In the game, AI (DeepSeek) was used to create some natural landscape images, such as mountains, forests, houses, and fantasy spaces. All the above-mentioned content consists of images. Furthermore, all these elements were generated entirely by AI (DeepSeek) based on brief textual descriptions, created from scratch without involving any copyrighted human figures or existing images. Beyond this, no other content in the game was created by AI (DeepSeek). | 艾露比工作室 | - | Mar 18, 2026 | |
Tekkout2 - Balls of Rust In-game content art | Some of the 2D background images were created using AI. | TSSpiele | - | Mar 18, 2026 | |
Collapse Zone In-game content | Generative AI tools were used to assist in the development of some assets in the game. | Znan Games | - | Mar 18, 2026 | |
TheAsterion Dev only | The AI has been used for gameplay concepts and suggestions. | Luca Rinaudo | - | Mar 18, 2026 | |
Rogue Paper Scissors Dev only art | 2D Asset Generation
Debugging
QA Testing | Serhat Marasligil | - | Mar 18, 2026 | |
Bilge Su Bullet Baroness In-game content artaudio | The game's menu visuals, menu background music, store images, and soundtrack were generated using AI tools before being added to the game and store. | Selçuk Çetiner | - | Mar 18, 2026 | |
DarkNeighbors Store/marketing art | i used ai to generate pictures for the character concepts. | 1987Exclusive | 11 | Mar 18, 2026 | |
First Survivors In-game content art | AI used for some 3d assets | Chris Jakobczak | - | Mar 18, 2026 | |
Depths Of Apollyon In-game content artaudio | We use AI tools to generate pre-rendered content such as concept art from sketches, 3D model bases to sculpt on, voice AI for NPCs and for some marketing materials. | Nemesis Paradigm Studios | - | Mar 18, 2026 | |
Dungeonought In-game content art | The game uses AI to generate the store promotional images. | Rakpon Malarote | - | Mar 18, 2026 | |
Countryballs: Power Protocol In-game content textaudioart | Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay. | KNK DEVELOP | 159 | Mar 18, 2026 | |
Shadowland: Rise Of The Fallen In-game content audioart | This game uses AI-generated content in two areas. The character voiceovers were created using ElevenLabs to provide high-quality text-to-speech performance. Additionally, certain character artwork was created with Meshy AI. These tools were used to support the development of voice acting and visual assets, and all generated content has been integrated and curated manually to fit the game’s design. | Talon Software | - | Mar 18, 2026 | |
四面楚歌 In-game content arttext | 1.AI generates a small number of background images and store images
2. AI generated game plots | LHStudio | - | Mar 18, 2026 | |
Arena In-game content art | Some of the art for Arena has been generated using AI. | 30 Minute Games | - | Mar 18, 2026 | |
Celephaïs Dead Cities Store/marketing art | AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets. | Kadath Productions | - | Mar 18, 2026 | |
本宗只招女弟子 In-game content art | Background image material and character image material are generated by AI | sln | - | Mar 18, 2026 | |
Magic Weapon In-game content art | The background of the game and parts of the items are generated by AI | 穷B没钱做游戏 | - | Mar 18, 2026 | |
Quantum Threshold In-game content art | Some of the marketing billboard textures have been created with AI.
Image and Logo enhancements with AI tools in Photoshop | Vaki Games | - | Mar 18, 2026 | |
Corrupted Souls Store/marketing arttext | Some visual or written assets in the game and on the store page were assisted by generative AI tools during development. These include occasional concept ideas or minor graphic elements. No live AI-generated content is used during gameplay. | Hashem Atrash | - | Mar 18, 2026 | |
ARROW-ButtonHeart In-game content artaudio | Use AI to create enemy character designs and music. | XPGS25 | - | Mar 18, 2026 | |
裂隙行者 Store/marketing art | The promotional images and UI art assets of this game are generated using AI ! | 梦行志远 | 63 | Mar 18, 2026 | |
Dragons Reef VR In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Tactical Response Team In-game content text | We use AI to make translation of text in different languages. After that we try always to proofread the texts by native speaker. | Z-Software | - | Mar 18, 2026 | |
泡灵之地 In-game content arttext | This game uses AI-assisted tools for creating store page assets, translations, marketing materials, and a small portion of visual effects and animations. | Diamu | - | Mar 18, 2026 | |
Gorilla Smash In-game content artaudio | AI-generated content is used selectively in this game to enhance visual and audio presentation. Specifically, AI-generated images are utilized for store page artwork, in-game billboards, and a few textures applied to non-essential assets. Additionally, AI voice generation is used for certain character voices to streamline development and maintain stylistic consistency. All AI-generated elements are carefully curated and integrated to support the game’s atmosphere without compromising originality or gameplay experience. | Lavaworks | - | Mar 18, 2026 | |
BLAME In-game content art | Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated. | KriegorIndustry | - | Mar 18, 2026 | |
Mission Rumble In-game content art | This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline.
AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page. | Quantix | - | Mar 18, 2026 | |
Bloodplague Lockdown In-game content art | A small amount of resources created through generative AI tools, such as icons or scene models, were used in the game. | Speed King Games | - | Mar 18, 2026 | |
Lingering Shadows Store/marketing art | Some scene or character images were generated. | Zinc The Cyborg | - | Mar 18, 2026 | |
Blightened In-game content art | Generative AI played a significant role in early environment creation, allowing rapid visual exploration and iteration during development. These AI-assisted environments were then manually edited, refined, and authored into their final form. All shipped content is static and handcrafted, and the game does not use generative AI during gameplay. | xombis | - | Mar 18, 2026 | |
Lostland In-game content art | Some 2D artwork in the game was created with AI assistance. | Fseeeye | - | Mar 18, 2026 | |
Weapon Case In-game content artcode | As a solo developer, I wore a lot of hats while making this game, from coding to design and everything in between. To help speed things up and focus more on gameplay and polish, I used some generative AI tools during development:
Visuals: A few in-game and store assets, such as textures, images, and concept references, were created with the help of AI tools, then edited and refined to match the look and feel I was going for.
Code Assistance: I also occasionally used AI to help with coding, mostly for brainstorming solutions, catching bugs faster, or speeding up repetitive tasks.
At the end of the day, every part of this game went through my hands. AI was just one of many tools in the toolbox. All creative direction, design choices, and final implementations were made by me. | Auscan Games | - | Mar 18, 2026 | |
5 Min Space Battle In-game content text | Some of the Localizations were done by AI(Deep Seek). | Beijing 0503 Technology Co., Ltd | - | Mar 18, 2026 | |
异兽山海 In-game content art | Some image asset designs have made use of AI. | 散木 | - | Mar 18, 2026 | |
Star Squadron Live AI text | • A local LLM powers the Intent Recognition System for voice command interpretation. It is also used in select situations to generate custom dialogue responses to the player's voice & text input.
• Pre-recorded dialogue is personalized by processing through Piper TTS neural speech synthesis that generates the personalized version in real-time.
• Speech to text transcription is powered by OpenAI Whisper STT.
All AI systems run locally on the user's system with no online component. | All Seeing Eye Games | - | Mar 18, 2026 | |
Bayraktar and Stugna Store/marketing art | Artificial intelligence was used to create marketing materials. | Nebocry Interactive | - | Mar 18, 2026 | |
三国兵临城下 In-game content art | The card UI artwork in the game was created with AI-generated technology. | QIAN JIN | - | Mar 18, 2026 | |
The Legend of Fortune and Immortality Unclear art | AI 生成一些图片资源 | 玉米工作室 | 35 | Mar 18, 2026 | |
Medieval Shop Simulator In-game content art | We used AI to create the capsules for the game's store page and several assets in the game | tarmanite games | 17 | Mar 18, 2026 | |
深渊放置者 In-game content art | Some image texture resources are generated by AI. | zuif_Game studios | - | Mar 18, 2026 | |
Dartmour: Tablets of the Ancients In-game content artcode | As a solo developer, I used AI to create some textures and marketing art (e.g., Steam capsule images) for the Dartmour: Tablets of the Ancients demo, as well as for coding assistance during development. The demo does not use AI for live-generated content or code during gameplay. The future full game, The Tablets of the Ancients: Chapter I - Dartmour, will feature an LLM to enhance dynamic storytelling, with details to follow closer to release. | Runemythic Games | - | Mar 18, 2026 |