One More Run is a solo-developed project. As a result, I've selectively used AI art in some areas to make sure the game's presentation is quality.
- Creator
- Rekatan
- Reviews
- -
- Added
- Mar 18, 2026
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One More Run is a solo-developed project. As a result, I've selectively used AI art in some areas to make sure the game's presentation is quality.
AI is used in gametesting and upscaling images for Steam store
In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets.
AI was used only during development for minor script corrections, menu background music generation, and logo creation. The game does not generate AI content during gameplay, and no AI-generated assets impact the player's experience.
Game contains AI generated textures.
A specialized service is used for cutscene voiceovers and the generation of certain UI elements
Generative AI was used in some of the trailer footage and character modeling.
Voices
AI-generated artifacts
Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software. The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak. All assets generated were manually changed and designed to fit the look and feel of the game.
Some graphics were based off AI samples and were edited manually by myself to suit my needs. The music is also AI with some remixing.
I use a combination of AI generated voice, music, and some imagery for portraits and logos
A few images/icons were generated by AI
"We used Midjourney to generate some of the artwork for our game, but we modified and adapted it using programs like Canva and Photoshop, all legally purchased under a commercial license. The content was reviewed and modified by our team to ensure it complies with Steam standards." We guarantee that all our assets are 100% original, developed in-house, without using third-party content. We fully comply with Steam’s guidelines, ensuring that our game respects copyright laws and provides an authentic and exclusive experience for players.
As a two‑person indie studio, we use AI tools to assist with specific parts of development including voice work, certain video cut‑scenes, and in‑game portraits. All core game content : characters, world design, and animation , is handcrafted by us and our collaborating artists. With very limited resources, AI allows us to stay efficient and make the most of the countless hours we dedicate to this project.
All visual art, gameplay assets, music and written narrative were created by humans. No AI is used to generate content during gameplay. The game uses AI-generated voice acting for cinematic and in-game character dialogue.
Generative AI was used to assist in programming, texture creation, and background music.
AI-assisted coding tools were part of the development process. AI tools were used to assist the audio production of this game.
Cutscenes and music were designed and generated by AI tools.
intro video, ending video intro video voice, ending video voice
Narrator voice acting is done by an ai voice.
AI was used for some art and dialog to supplement the extensive assets created by designers and actors.
AI was used to develop in-game art assets like enemies and weapons as well as store-facing promotional materials.
AI has been used to help develop the game's cover art.
- Simple scripting, code optimization. - Some generated background images (< 10%) - All speech
Artificial intelligence was used to enhance various aspects of the game. Narrations were generated with AI to provide an immersive experience. AI also assisted in editing and formatting the store texts, ensuring clarity and impact. Additionally, promotional images and the game video were created using AI technology, resulting in engaging and high-quality visual content. Translations were also performed with AI, enabling accessible communication for different audiences.
Soundtrack: The game's soundtrack was composed using generative AI technology to create immersive and dynamic music that enhances the player's experience. Trailer Voiceover: The voice narration featured in the official game trailer was synthesized using AI-driven voice generation. Store Assets: The logo and background imagery for the game's store assets were created using AI-assisted image generation tools. While AI has been utilized to assist in asset creation, all final creative decisions, refinements, and implementations were made by the development team to ensure quality and alignment with the game's vision.
AI was used to generate the backgrounds, enemies, and character portraits. Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity. "Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources. I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible!
Some 2D assets are made with AI.
Developer used AI to create marketing materials, community assets, and store capsule images.
We use AI to generate art and marketing materials for the game.
We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline. We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language
The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality.
Item icons are AI generated.
This game contains some assets that have been generated with AI.
In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game.
AI-generated content is only used for character/map settings inspirations, none AI content is include in-game
This game uses generative AI to assist us with game translations and the creation of the thumbnail.
The developer used AI to help with code generation and code tweaks for various in-game systems.
We use only the AI to generate the background in the game menu. The rest of it are used assets.
The game features an AI-generated audio soundtrack.
A lot of art materials in the game use AI generation, please pay attention to screening.
《帝国:权杖与文明》游戏内的部分图片、人物、场景以及商店内的部分图片采用AI制作
We used AI to generate some game assets and edited them.
The menu background, some button designs and skill visuals were created using AI.
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI
Code, text editing for style and mistakes, graphic concepts
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
AI was used to assist in the creation of certain sound and visual elements.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
One More Run In-game content art | One More Run is a solo-developed project. As a result, I've selectively used AI art in some areas to make sure the game's presentation is quality. | Rekatan | - | Mar 18, 2026 | |
BattleSail Store/marketing art | AI is used in gametesting and upscaling images for Steam store | rendeo | - | Mar 18, 2026 | |
Vampire Master Store/marketing art | In order to create a better background and focus on the core parts of the game, we used AI to help create store page assets. | Game Hollywood Games | 20 | Mar 18, 2026 | |
Trash Trek Simulator In-game content audioart | AI was used only during development for minor script corrections, menu background music generation, and logo creation. The game does not generate AI content during gameplay, and no AI-generated assets impact the player's experience. | Nrx | - | Mar 18, 2026 | |
Galactic Vibes In-game content art | Game contains AI generated textures. | Vibekontroll Gaming | - | Mar 18, 2026 | |
Hidden Assault In-game content audioart | A specialized service is used for cutscene voiceovers and the generation of certain UI elements | codingpups | - | Mar 18, 2026 | |
루나 : 월영의 전쟁 Store/marketing art | Generative AI was used in some of the trailer footage and character modeling. | UBIS Inc. | 11 | Mar 18, 2026 | |
Glitchers Unclear audio | Voices | PushStart Studio | - | Mar 18, 2026 | |
Drug Trader Simulator - Urban Dealer Unclear | AI-generated artifacts | Vasiok GGG | - | Mar 18, 2026 | |
Sonak In-game content artaudio | Some graphical and auditory assets for Sonak were developed using Image and sound effect generation software.
The majority of generated content is Icons, and sound effects that the player will encounter while playing Sonak.
All assets generated were manually changed and designed to fit the look and feel of the game. | Sublime Orange LLC | - | Mar 18, 2026 | |
Mister Gato Idle - The Meowsiah In-game content artaudio | Some graphics were based off AI samples and were edited manually by myself to suit my needs. The music is also AI with some remixing. | Mister Gato | - | Mar 18, 2026 | |
Frontiers Reach : Battlespace In-game content audioart | I use a combination of AI generated voice, music, and some imagery for portraits and logos | Blind Alien Productions | - | Mar 18, 2026 | |
Kingdom Wars In-game content art | A few images/icons were generated by AI | Obsidiagon | - | Mar 18, 2026 | |
Metal Head Warfare In-game content art | "We used Midjourney to generate some of the artwork for our game, but we modified and adapted it using programs like Canva and Photoshop, all legally purchased under a commercial license. The content was reviewed and modified by our team to ensure it complies with Steam standards."
We guarantee that all our assets are 100% original, developed in-house, without using third-party content. We fully comply with Steam’s guidelines, ensuring that our game respects copyright laws and provides an authentic and exclusive experience for players. | Marcos Rodrigues Dos Santos | - | Mar 18, 2026 | |
Nemorsys audio | As a two‑person indie studio, we use AI tools to assist with specific parts of development including voice work, certain video cut‑scenes, and in‑game portraits.
All core game content : characters, world design, and animation , is handcrafted by us and our collaborating artists.
With very limited resources, AI allows us to stay efficient and make the most of the countless hours we dedicate to this project. | Chaolys | - | Mar 18, 2026 | |
2nd EVE In-game content audiotext | All visual art, gameplay assets, music and written narrative were created by humans. No AI is used to generate content during gameplay. The game uses AI-generated voice acting for cinematic and in-game character dialogue. | Gamer Cloud | 20 | Mar 18, 2026 | |
Death Metal Derby In-game content artaudiocode | Generative AI was used to assist in programming, texture creation, and background music. | Turtle Duck Studio | - | Mar 18, 2026 | |
No Time For Pants In-game content codeaudio | AI-assisted coding tools were part of the development process.
AI tools were used to assist the audio production of this game. | Pixel Push Inc | 32 | Mar 18, 2026 | |
Gravity Flip X In-game content artaudio | Cutscenes and music were designed and generated by AI tools. | YakHobuDev | - | Mar 18, 2026 | |
Lost Balls In-game content audio | intro video, ending video
intro video voice, ending video voice | Kim D | - | Mar 18, 2026 | |
The Hermit and the Witch In-game content audio | Narrator voice acting is done by an ai voice. | Roy Wilson | - | Mar 18, 2026 | |
The Longest Tale In-game content arttext | AI was used for some art and dialog to supplement the extensive assets created by designers and actors. | Dev Null Productions | - | Mar 18, 2026 | |
Zombie Marauders In-game content art | AI was used to develop in-game art assets like enemies and weapons as well as store-facing promotional materials. | Bhelpuri Boyz | - | Mar 18, 2026 | |
Pixel Fortress: Tower Defense Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Xentra Station In-game content arttextcode | - Simple scripting, code optimization.
- Some generated background images (< 10%)
- All speech | Klemen Zagar | - | Mar 18, 2026 | |
Maze of Perdition In-game content arttext | Artificial intelligence was used to enhance various aspects of the game. Narrations were generated with AI to provide an immersive experience. AI also assisted in editing and formatting the store texts, ensuring clarity and impact. Additionally, promotional images and the game video were created using AI technology, resulting in engaging and high-quality visual content. Translations were also performed with AI, enabling accessible communication for different audiences. | Wesley J Nogueira | - | Mar 18, 2026 | |
Gladiator Rumble In-game content audioart | Soundtrack: The game's soundtrack was composed using generative AI technology to create immersive and dynamic music that enhances the player's experience.
Trailer Voiceover: The voice narration featured in the official game trailer was synthesized using AI-driven voice generation.
Store Assets: The logo and background imagery for the game's store assets were created using AI-assisted image generation tools.
While AI has been utilized to assist in asset creation, all final creative decisions, refinements, and implementations were made by the development team to ensure quality and alignment with the game's vision. | Razvan Serban | - | Mar 18, 2026 | |
Guild Encounters In-game content art | AI was used to generate the backgrounds, enemies, and character portraits.
Gyudon Games consists of a single developer who deeply respects artists and understands that AI cannot replace their creativity.
"Guild Encounters" is a labor of love, inspired by many JRPGs of the past. Without the use of AI, creating this game would not have been possible given the developer's limited resources.
I hope you understand this decision. Thank you for your support—I will continue working hard to deliver the best experience possible! | Gyudon Games | 13 | Mar 18, 2026 | |
Kill The Fridge In-game content art | Some 2D assets are made with AI. | Gameocrat | - | Mar 18, 2026 | |
War Flavor Store/marketing art | Developer used AI to create marketing materials, community assets, and store capsule images. | ArteGame | - | Mar 18, 2026 | |
ERAZER Store/marketing art | We use AI to generate art and marketing materials for the game. | Creetah Ltd | - | Mar 18, 2026 | |
Lost Rift In-game content arttext | We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline.
We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language | People Can Fly | 1.4k | Mar 18, 2026 | |
Battleline Store/marketing textart | The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality. | Rush Games Studio | - | Mar 18, 2026 | |
Auto Adventures In-game content art | Item icons are AI generated. | Zealer | - | Mar 18, 2026 | |
Bebshoru Lodbuka In-game content art | This game contains some assets that have been generated with AI. | Game Factory 12 Studio | - | Mar 18, 2026 | |
Mafia Rogue Dev only artcodetext | In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game. | Julio Gallo | - | Mar 18, 2026 | |
The Professor Dev only | AI-generated content is only used for character/map settings inspirations, none AI content is include in-game | DREAM TECH | - | Mar 18, 2026 | |
Cooking with Magic In-game content textart | This game uses generative AI to assist us with game translations and the creation of the thumbnail. | Plexis Games | - | Mar 18, 2026 | |
Treasures & Battlefields Dev only code | The developer used AI to help with code generation and code tweaks for various in-game systems. | Wishing Well Studios | - | Mar 18, 2026 | |
Mariusz: the game In-game content art | We use only the AI to generate the background in the game menu. The rest of it are used assets. | Daniel Lasek | - | Mar 18, 2026 | |
Froggy: Jelly Punch In-game content audio | The game features an AI-generated audio soundtrack. | CoJIRpa | - | Mar 18, 2026 | |
画剑Draw Sword In-game content art | A lot of art materials in the game use AI generation, please pay attention to screening. | 多米猪工作室 | - | Mar 18, 2026 | |
帝国:权杖与文明 In-game content art | 《帝国:权杖与文明》游戏内的部分图片、人物、场景以及商店内的部分图片采用AI制作 | 帝国项目组 | 94 | Mar 18, 2026 | |
哨兵骑士Sentinel Knights In-game content art | We used AI to generate some game assets and edited them. | ZiU Game | - | Mar 18, 2026 | |
Compass of Destiny: Survivors In-game content art | The menu background, some button designs and skill visuals were created using AI. | 5Deniz | - | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
战国之影 In-game content text | I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI | 李小鹏的个人开发 | - | Mar 18, 2026 | |
Deck & Defense Unclear codetextart | Code, text editing for style and mistakes, graphic concepts | Sino4 Games | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
Virum:Colony In-game content artaudio | AI was used to assist in the creation of certain sound and visual elements. | NeuroOre | - | Mar 18, 2026 |