The menu art currently is AI generated. I am working with an artist for new menu art.
- Creator
- Lagarcent Studios
- Reviews
- -
- Added
- Mar 18, 2026
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The menu art currently is AI generated. I am working with an artist for new menu art.
All map visuals were initially created using AI tools for concept generation. These were then heavily edited and stylized manually to match the game's final silhouette-based design. No real-time AI is used during gameplay.
The capsule images on the store and library pages were prepared with artificial intelligence.
This game uses generative AI to create Japanese voiceovers and some logo designs. All AI-generated content was reviewed and approved by the developer to ensure it fits the game’s tone and quality standards.
Using AI to translate Chinese into other languages. A small amount of background music is generated by AI. Minor visual elements in promotional materials are produced using AI.
The use of AI for Come To An End is for the AI voice for the evil AI villain in game. I also am using a placeholder AI generated mesh for one of the monsters (Cytaur). This could change through the game’s development process rolling to release.
This game was developed entirely by a solo developer. To make such an ambitious project possible, select elements were assisted by AI tools. These include AI-generated artwork for icons (like weapon skills, perks, and achievements) and machine-assisted translations for all supported languages except English, which was fully written by hand. All gameplay systems, story, level design, and character behavior were handcrafted without AI involvement.
Using AI to generate parts of music and videos
Some in-game sprites are made by hand, some used AI generation in the process. AI was used to assist in localization.
Some promotional visuals and design elements have been created with the help of AI tools. The gameplay and code have been created by the developer under the guidance of AI. AI was used only for guidance and troubleshooting during development, and no real-time AI content generation is present in the game.
Some visual assets such as enemy designs and background art were created using AI-generated content, and all sound effects were sourced from royalty-free libraries such as Freesound.org. Localization was assisted using machine translation tools, with manual review and adjustments. No AI was used in the game's code or core gameplay design.
This game uses AI-generated content for pre-rendered assets only. Some 3D models and dialogs were assisted by generative AI tools. No AI is used during gameplay or for live content generation.
Some of the artwork featured in the game—such as paintings and wall decorations, was created using AI-generated imagery.
Voiceover of the main characters. Some of the design in the Steam shop, was generated using AI
Generative AI may be used in marketing materials and store page, but not in game content.
Some early game assets may have been made using AI to speed up game design phase during development. These assets will be replaced once most of the mechanics of the game has been implemented, and we can then focus more in depth of more high quality assets.
all the pictures are generated by artificial intelligence.
I used AI to create the images.
The internal skill icons in the game are generated by AI
AI is used for a lot of the dialogue, as well as the opening cutscene where Fresh Cut Slim chases Charmx. All use of AI is meant for entertainment only and isn't meant to defame Fresh Cut Slim or his previous alias (Charmx) or portray him in a negative light.
We used generative AI to create certain visual elements of the game menus during development. No content is generated dynamically at runtime. All necessary rights have been respected.
I use generative AI to create various assets.
All the characters featured on the cards and heroes in the game are fictional and were created by AI.
We use AI to pre-generate certain artworks and audio elements in order to maintain the distinctive style and mood of Brainrot. Please note that we exclusively use pre-generated AI content — nothing is generated in real-time.
入力したテキストからバトルやシナリオの作劇を行います。 また、その様子を画像生成で描写します。
We used AI for the store images
Some images are AI generated.
Due to my limited funds, the art assets of this game are created using MidJourney and 即梦 AI,All AI outputs undergo human curation to ensure compliance with intellectual property regulations and artistic coherence with the game's steampunk aesthetic.
The photo from the game, which is used as the main image for the game, has been improved using a neural network.
Some of the images were created using generative AI and then edited by hand. The manual editing includes changes to parts of the characters' hair, eyes, and expressions, as well as elements of the background.
Some in-game backgrounds were painted by hand at first, then extended with generative AI. Those assets are placeholders.
This game uses generative AI to create some visual and promotional content. All content has been reviewed, curated, and refined by human artists and writers to ensure quality, consistency, and originality. No live-generated AI content is used during gameplay.
Used AI only for creating promotional capsule art and dialogue voice lines. The AI voices were crafted with careful quality control to ensure they sound natural and professional.
Some of the concept art in the steam page is generated by ai.
Some of the voice actings, some photo images and textures are pre-generated by AI.
We used generative artificial intelligence tools to create all user interface sounds and ambient audio in the game. The music was also generated using AI, allowing us to produce original compositions tailored to the game’s atmosphere. No AI-generated voices, images, or narrative text are included in the game. The use of AI was strictly limited to audio content.
I only use AI for a one background in the store page
Some in-game illustrations and trailer music were created using AI tools. We plan to replace all AI-generated illustrations with artwork by human artists for the full release, though some AI assets may remain depending on production constraints. Our goal is to minimize the use of AI-generated content by launch.
Some marketing visuals and a few in-game elements were generated using artificial intelligence tools, then refined by our team. As a small independent studio, we used these tools to compensate for limited resources and deliver a higher-quality experience, while ensuring the artistic direction and overall coherence of the game were preserved. All content was selected, adapted, and integrated by humans.
Character voices are AI and also some of the paintings in the scenes were generated using AI tools that I don't know which programs from, as I know they are pre-generated textures.
Some of the textures used in game are AI generated.
The game's background, music, and character illustrations are generated with AI assistance, while the story dialogue is dynamically produced by AI in real-time, and NPC voices are also synthesized by AI in real-time.
Chibi Wars: Deep State currently uses 3d models and images (such as posters) that have been generated using AI. Our goal is with funding to replace all aspects of models or images produced by AI with products created by real people. I suck at art, so until I can pay someone to make it for me (no one works for free) I have to use AI models and posters (decals).
Some in-game images and music were generated and assisted by AI technology.
This game uses generative AI tools for pre-rendered content only. Music was generated using Suno, and some system text and dialogues were created with assistance from GPT-based models. No live generation or AI content creation occurs during gameplay.
Game backgrounds and music utilize AI.
Use of AI in Figurine Shop Simulator In Figurine Shop Simulator, we have used generative AI tools during development only — not during live gameplay. ✅ Code Assistance A portion of our code was written with the help of GitHub Copilot, an AI-assisted coding tool. All code generated by Copilot has been reviewed and verified by our development team to ensure safety, functionality, and compliance with all standards. 🖼️ Visual Assets Some non-essential visual elements in the game — such as textures for board game boxes and a few icons — were generated using AI image tools (like ChatGPT’s image generation features). These assets are static and do not change dynamically during gameplay. 🎨 In-Game Posters & Decoration In a few rare cases, AI-generated visuals were used to create in-game posters or decorative textures. These elements are purely aesthetic and contain no interactive or user-generated content. 🔒 No AI-generated content is created during gameplay. The game does not generate text, visuals, audio, or any other content dynamically through AI while it is running. All AI-generated assets were curated and implemented manually during the development phase.
A Photograph of the narrator, which can be seen on a particular route, was produced using AI.
Some of the voice lines in Safe Zone were generated using AI voice tools during development due to limited resources. These are pre-recorded and have been manually reviewed for narrative and emotional consistency. In future updates, these AI-generated voices may be replaced with performances by real voice actors. No AI-generated content is created during gameplay.
In order to speed up the production process of our game, artificial intelligence support was used in the coding department and to create more creative scenario themes regarding the scenario.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bleakmoor House Store/marketing art | The menu art currently is AI generated. I am working with an artist for new menu art. | Lagarcent Studios | - | Mar 18, 2026 | |
Stray Tekirs In-game content art | All map visuals were initially created using AI tools for concept generation. These were then heavily edited and stylized manually to match the game's final silhouette-based design. No real-time AI is used during gameplay. | VIBRA | - | Mar 18, 2026 | |
Kingdom's Path Store/marketing art | The capsule images on the store and library pages were prepared with artificial intelligence. | Sönmez Cankurt | - | Mar 18, 2026 | |
Static Memory In-game content audioart | This game uses generative AI to create Japanese voiceovers and some logo designs. All AI-generated content was reviewed and approved by the developer to ensure it fits the game’s tone and quality standards. | Aurix Games | - | Mar 18, 2026 | |
Akuro & Bahaku 2 : The Ultimate Treasure In-game content textaudioart | Using AI to translate Chinese into other languages.
A small amount of background music is generated by AI.
Minor visual elements in promotional materials are produced using AI. | 狐狸博士 Dr.Fox | 25 | Mar 18, 2026 | |
Come To An End In-game content audioart | The use of AI for Come To An End is for the AI voice for the evil AI villain in game. I also am using a placeholder AI generated mesh for one of the monsters (Cytaur). This could change through the game’s development process rolling to release. | SoloRiotz | - | Mar 18, 2026 | |
Digital Eclipse: Cyberpunk Survivor In-game content arttext | This game was developed entirely by a solo developer.
To make such an ambitious project possible, select elements were assisted by AI tools. These include AI-generated artwork for icons (like weapon skills, perks, and achievements) and machine-assisted translations for all supported languages except English, which was fully written by hand.
All gameplay systems, story, level design, and character behavior were handcrafted without AI involvement. | Hibernyx | - | Mar 18, 2026 | |
Your Takeout In-game content audioart | Using AI to generate parts of music and videos | 白金城 | 37 | Mar 18, 2026 | |
Super Cabbage Kabumi In-game content arttext | Some in-game sprites are made by hand, some used AI generation in the process.
AI was used to assist in localization. | Vividesca Games | 103 | Mar 18, 2026 | |
Through the Nest In-game content art | Some promotional visuals and design elements have been created with the help of AI tools.
The gameplay and code have been created by the developer under the guidance of AI.
AI was used only for guidance and troubleshooting during development, and no real-time AI content generation is present in the game. | Urdina Games | - | Mar 18, 2026 | |
Slime Match Adventure In-game content arttext | Some visual assets such as enemy designs and background art were created using AI-generated content, and all sound effects were sourced from royalty-free libraries such as Freesound.org. Localization was assisted using machine translation tools, with manual review and adjustments. No AI was used in the game's code or core gameplay design. | SlothSoft Games | - | Mar 18, 2026 | |
APT. 407 In-game content arttext | This game uses AI-generated content for pre-rendered assets only. Some 3D models and dialogs were assisted by generative AI tools. No AI is used during gameplay or for live content generation. | Jayhyeon Studio | 86 | Mar 18, 2026 | |
Injection No.9 - Prologue In-game content art | Some of the artwork featured in the game—such as paintings and wall decorations, was created using AI-generated imagery. | Ragdoll Games | - | Mar 18, 2026 | |
Bogdan's Сlinic - Sanctum Vitae In-game content audioart | Voiceover of the main characters.
Some of the design in the Steam shop, was generated using AI | Bohdan Dudchenko | 10 | Mar 18, 2026 | |
Ghost Engine In-game content art | Generative AI may be used in marketing materials and store page, but not in game content. | Paragon Codeworks | - | Mar 18, 2026 | |
Afterheat Dev only | Some early game assets may have been made using AI to speed up game design phase during development. These assets will be replaced once most of the mechanics of the game has been implemented, and we can then focus more in depth of more high quality assets. | Heatstroke Games | - | Mar 18, 2026 | |
Russian Quest In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Mar 18, 2026 | |
Sweet Chaos Unclear art | I used AI to create the images. | Eigen-Kreationen Game Studios | - | Mar 18, 2026 | |
Black Arhat: Wujing In-game content art | The internal skill icons in the game are generated by AI | Soft Box Games | - | Mar 18, 2026 | |
FCS: The Bean Heist In-game content text | AI is used for a lot of the dialogue, as well as the opening cutscene where Fresh Cut Slim chases Charmx. All use of AI is meant for entertainment only and isn't meant to defame Fresh Cut Slim or his previous alias (Charmx) or portray him in a negative light. | HaloJury | - | Mar 18, 2026 | |
Goat Mode: Activated In-game content art | We used generative AI to create certain visual elements of the game menus during development. No content is generated dynamically at runtime. All necessary rights have been respected. | Monosurge | - | Mar 18, 2026 | |
Death Sees Twice: Spot the Difference Unclear | I use generative AI to create various assets. | hirohasu | 60 | Mar 18, 2026 | |
Cardrottini In-game content art | All the characters featured on the cards and heroes in the game are fictional and were created by AI. | Don Bobritto | - | Mar 18, 2026 | |
BrainRoom - Brainrot Backrooms In-game content artaudio | We use AI to pre-generate certain artworks and audio elements in order to maintain the distinctive style and mood of Brainrot. Please note that we exclusively use pre-generated AI content — nothing is generated in real-time. | Tuning Mania | - | Mar 18, 2026 | |
エターナルハンド Unclear textart | 入力したテキストからバトルやシナリオの作劇を行います。
また、その様子を画像生成で描写します。 | Sumeragi | - | Mar 18, 2026 | |
HIBR Store/marketing art | We used AI for the store images | The Unknown | - | Mar 18, 2026 | |
Fields of mine Unclear art | Some images are AI generated. | LeafTeam | - | Mar 18, 2026 | |
Wrong path In-game content art | Due to my limited funds, the art assets of this game are created using MidJourney and 即梦 AI,All AI outputs undergo human curation to ensure compliance with intellectual property regulations and artistic coherence with the game's steampunk aesthetic. | Zhuhuo Xingxuan | - | Mar 18, 2026 | |
Santa Pianus Store/marketing art | The photo from the game, which is used as the main image for the game, has been improved using a neural network. | SERLO | - | Mar 18, 2026 | |
The Solitary Existence of a Little Universe In-game content art | Some of the images were created using generative AI and then edited by hand.
The manual editing includes changes to parts of the characters' hair, eyes, and expressions, as well as elements of the background. | Wolkemann | 22 | Mar 18, 2026 | |
Deckanism: Singularity Island In-game content art | Some in-game backgrounds were painted by hand at first, then extended with generative AI. Those assets are placeholders. | Arvis Games | - | Mar 18, 2026 | |
灵界外卖员 Store/marketing art | This game uses generative AI to create some visual and promotional content.
All content has been reviewed, curated, and refined by human artists and writers to ensure quality, consistency, and originality. No live-generated AI content is used during gameplay. | HAKUROKUDO | - | Mar 18, 2026 | |
Project SARA In-game content artaudio | Used AI only for creating promotional capsule art and dialogue voice lines. The AI voices were crafted with careful quality control to ensure they sound natural and professional. | Yousef Jawhar | - | Mar 18, 2026 | |
The Wizards Arena Store/marketing art | Some of the concept art in the steam page is generated by ai. | Raven Perception | - | Mar 18, 2026 | |
The Shed In-game content audioart | Some of the voice actings, some photo images and textures are pre-generated by AI. | SZ Interactive LTD | - | Mar 18, 2026 | |
Matheroïde In-game content audio | We used generative artificial intelligence tools to create all user interface sounds and ambient audio in the game. The music was also generated using AI, allowing us to produce original compositions tailored to the game’s atmosphere. No AI-generated voices, images, or narrative text are included in the game. The use of AI was strictly limited to audio content. | Gilles Godard | - | Mar 18, 2026 | |
Plinko Pixel Store/marketing art | I only use AI for a one background in the store page | Robert Enache | - | Mar 18, 2026 | |
The Archaic In-game content artaudio | Some in-game illustrations and trailer music were created using AI tools.
We plan to replace all AI-generated illustrations with artwork by human artists for the full release, though some AI assets may remain depending on production constraints.
Our goal is to minimize the use of AI-generated content by launch. | sixsevenths | - | Mar 18, 2026 | |
Quaso Studio : The Liven Collection In-game content art | Some marketing visuals and a few in-game elements were generated using artificial intelligence tools, then refined by our team. As a small independent studio, we used these tools to compensate for limited resources and deliver a higher-quality experience, while ensuring the artistic direction and overall coherence of the game were preserved. All content was selected, adapted, and integrated by humans. | Quaso Studio | - | Mar 18, 2026 | |
Price of Obsession In-game content audioart | Character voices are AI and also some of the paintings in the scenes were generated using AI tools that I don't know which programs from, as I know they are pre-generated textures. | Renaius | - | Mar 18, 2026 | |
Quizrealms: From Stone to Steam In-game content art | Some of the textures used in game are AI generated. | White City Crew | - | Mar 18, 2026 | |
昭阳传 Live AI artaudiotext | The game's background, music, and character illustrations are generated with AI assistance, while the story dialogue is dynamically produced by AI in real-time, and NPC voices are also synthesized by AI in real-time. | A I. X-factor Play | - | Mar 18, 2026 | |
Chibi Wars: Deep State In-game content art | Chibi Wars: Deep State currently uses 3d models and images (such as posters) that have been generated using AI. Our goal is with funding to replace all aspects of models or images produced by AI with products created by real people. I suck at art, so until I can pay someone to make it for me (no one works for free) I have to use AI models and posters (decals). | Brat Gaming | - | Mar 18, 2026 | |
Blazing-Maidens In-game content artaudio | Some in-game images and music were generated and assisted by AI technology. | blankmindgg | - | Mar 18, 2026 | |
도형세계에서 렙업하자! In-game content audiotext | This game uses generative AI tools for pre-rendered content only. Music was generated using Suno, and some system text and dialogues were created with assistance from GPT-based models. No live generation or AI content creation occurs during gameplay. | 사각잉 | - | Mar 18, 2026 | |
奇幻打怪 In-game content artaudio | Game backgrounds and music utilize AI. | yjwGame | 40 | Mar 18, 2026 | |
Figurine Shop Simulator In-game content artcode | Use of AI in Figurine Shop Simulator
In Figurine Shop Simulator, we have used generative AI tools during development only — not during live gameplay.
✅ Code Assistance
A portion of our code was written with the help of GitHub Copilot, an AI-assisted coding tool. All code generated by Copilot has been reviewed and verified by our development team to ensure safety, functionality, and compliance with all standards.
🖼️ Visual Assets
Some non-essential visual elements in the game — such as textures for board game boxes and a few icons — were generated using AI image tools (like ChatGPT’s image generation features). These assets are static and do not change dynamically during gameplay.
🎨 In-Game Posters & Decoration
In a few rare cases, AI-generated visuals were used to create in-game posters or decorative textures. These elements are purely aesthetic and contain no interactive or user-generated content.
🔒 No AI-generated content is created during gameplay.
The game does not generate text, visuals, audio, or any other content dynamically through AI while it is running. All AI-generated assets were curated and implemented manually during the development phase. | Gamific | - | Mar 18, 2026 | |
수민의 탑:세션 No.5 In-game content art | A Photograph of the narrator, which can be seen on a particular route, was produced using AI. | studio LIEFEC | - | Mar 18, 2026 | |
SAFE ZONE In-game content audio | Some of the voice lines in Safe Zone were generated using AI voice tools during development due to limited resources. These are pre-recorded and have been manually reviewed for narrative and emotional consistency. In future updates, these AI-generated voices may be replaced with performances by real voice actors. No AI-generated content is created during gameplay. | Jibakurei Games | - | Mar 18, 2026 | |
Case Sealed Dev only codetext | In order to speed up the production process of our game, artificial intelligence support was used in the coding department and to create more creative scenario themes regarding the scenario. | Mergen Games | - | Mar 18, 2026 |