Some AI Generated background images.
- Creator
- INIT-DOT-D INC.
- Reviews
- -
- Added
- Mar 18, 2026
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Some AI Generated background images.
Generative AI has been used to generate images for the store page
Generative AI was used to generate the large images and certain UI elements. However, all the final images were manually retouched. The music is original, but AI was used during the creation process.
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 only used for store page assets.
AI has been used to generate in game art.
I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials.
AI was used to assist in translating the game's store page.
本应用的音乐除部分免费商用素材外皆使用sunoAI生产。 本应用的部分美术场景由AI生成。
The graphic section of this video game is based on the editing of material generated using generative AI.
AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator.
We use AI-generated images in the graphic assets on our store page.
AI-generated artifacts
Artificial intelligence is used only for generating the promotional artwork displayed on the store page. All in-game content, including pets and their interactions, has been carefully crafted without AI, ensuring a unique and handcrafted experience for players.
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.
In developing Path of the Ory, I harnessed the power of AI tools to create compelling and immersive ending cutscene. Using art editing software, I refined the visual elements of the final cutscene to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided narration. Suno’s AI-driven music composition tools helped craft two unique songs for the game.
Some of the girl assets were made or modify by AI.
The promotional image of this game store interface is generated by AI
Some functions of the game‘s source code were implemented using AI tools, such as Cursor AI, to generate code. Multiple languages' localizations also used AI for translation.
During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions.
AI-assisted coding tools were part of the development process. AI tools were used to assist the audio production of this game.
Optional toggleable AI-generated voiceovers for ingame characters. There are not many voice lines and they are mostly heard during cutscenes only. This is a indie no-budget production. Sorry :-'(
Cutscenes and music were designed and generated by AI tools.
This game uses generated AI for the following purposes - To generate some of the game's program code - To format text in the store to make it easier to read - To translate text into languages other than Japanese - However, the text rarely appears in the game - No content or code is generated live during gameplay
The basis for some of the sprites were originally generated by AI, and either cleaned or used as inspiration for the final art by us.
AI was used to generate the cinematics of this visual novel so it could be much more realistic and immersive.
I used AI for translating the game and occasionally for programming-related questions.
AI has been used to help develop the game's cover art.
Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork.
Use AI to assist in creation in code and some art materials.
- Simple scripting, code optimization. - Some generated background images (< 10%) - All speech
Some images are generated by AI based on real photos provided by myself.
AI-generated portions of the code.
We use AI to generate art and marketing materials for the game.
Some visual assets were created with generative AI The Music is created with generativ AI
AI was used to help create some of the store assets and marketing materials.
Part of the code and all the music were created using artificial intelligence.
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.
The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo.
We use only the AI to generate the background in the game menu. The rest of it are used assets.
as a tool for helping me come up with ideas.
In this game, part of the screen content and background music use ai pre-rendering
AI used to create artwork and images
Voice overs during game intro sequence. Some card art concepts. Some sound effects.
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.
Some in-game visual assets were generated using AI tools and further refined through manual editing.
1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI. 2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo.
Our game uses AI-generated images as a starting point for background art and concept designs. These AI-generated images are then heavily edited and refined manually by our artists to ensure unique and high-quality assets. AI is not used during live gameplay, and all final game assets are reviewed and modified by human artists before implementation.
AI was used to generate a base concept for store capsule art, which was modified and filtered.
Some Graphics, icons or design
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Puzzle Crossing In-game content art | Some AI Generated background images. | INIT-DOT-D INC. | - | Mar 18, 2026 | |
Hufvudsta Store/marketing art | Generative AI has been used to generate images for the store page | Liam Nelligan | - | Mar 18, 2026 | |
LABYBAN In-game content artaudio | Generative AI was used to generate the large images and certain UI elements. However, all the final images were manually retouched.
The music is original, but AI was used during the creation process. | Studio Gravenoire | - | Mar 18, 2026 | |
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 | |
Clap Clash Store/marketing art | AI is only used for store page assets. | eineLitschi | - | Mar 18, 2026 | |
Spank The Idle Monkey In-game content art | AI has been used to generate in game art. | Hammer Falcon LLC. | - | Mar 18, 2026 | |
YUKOMON Store/marketing art | I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials. | Hoffnung Haydn | - | Mar 18, 2026 | |
Misty's Idle Fishing Store/marketing text | AI was used to assist in translating the game's store page. | Midware Games | 14 | Mar 18, 2026 | |
时流回忆录-凤鸣千秋 In-game content audioart | 本应用的音乐除部分免费商用素材外皆使用sunoAI生产。
本应用的部分美术场景由AI生成。 | 暴龙科技有限公司 | - | Mar 18, 2026 | |
La Residencia del Doctor Gallagher In-game content art | The graphic section of this video game is based on the editing of material generated using generative AI. | Don Atila Estudio | - | Mar 18, 2026 | |
The Path of Blades Store/marketing art | AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator. | Kobe Justice | 11 | Mar 18, 2026 | |
ファイヤーエムブレイスII~中年と希望の光~ Store/marketing art | We use AI-generated images in the graphic assets on our store page. | Free As Birds | - | Mar 18, 2026 | |
Zombie Blocks: Pixel Shooter Gun Unclear | AI-generated artifacts | Grizzly Games | - | Mar 18, 2026 | |
PomoPet Store/marketing art | Artificial intelligence is used only for generating the promotional artwork displayed on the store page. All in-game content, including pets and their interactions, has been carefully crafted without AI, ensuring a unique and handcrafted experience for players. | Forgate Games 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 | |
Path of the Ory In-game content artaudio | In developing Path of the Ory, I harnessed the power of AI tools to create compelling and immersive ending cutscene. Using art editing software, I refined the visual elements of the final cutscene to align with the story’s rich, fantasy-driven aesthetic, enhancing the details and creating cinematic transitions. For voice acting, Eleven Labs provided narration. Suno’s AI-driven music composition tools helped craft two unique songs for the game. | Starving Lama Games | - | Mar 18, 2026 | |
Waifu Builder In-game content art | Some of the girl assets were made or modify by AI. | Old Man Patches | - | Mar 18, 2026 | |
又是少年立志冒险打倒魔王传 Store/marketing art | The promotional image of this game store interface is generated by AI | nemaycojohn | - | Mar 18, 2026 | |
Slime Dreamscape In-game content codetext | Some functions of the game‘s source code were implemented using AI tools, such as Cursor AI, to generate code.
Multiple languages' localizations also used AI for translation. | Sleep Early Game | - | Mar 18, 2026 | |
Tenebyss Dev only | During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions. | Max Emelyanov | - | 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 | |
Diffusion In-game content audio | Optional toggleable AI-generated voiceovers for ingame characters. There are not many voice lines and they are mostly heard during cutscenes only. This is a indie no-budget production. Sorry :-'( | R.C. | - | Mar 18, 2026 | |
Gravity Flip X In-game content artaudio | Cutscenes and music were designed and generated by AI tools. | YakHobuDev | - | Mar 18, 2026 | |
Path To You In-game content codetext | This game uses generated AI for the following purposes
- To generate some of the game's program code
- To format text in the store to make it easier to read
- To translate text into languages other than Japanese
- However, the text rarely appears in the game
- No content or code is generated live during gameplay | gunsturn Inc. | - | Mar 18, 2026 | |
Hydroplane In-game content art | The basis for some of the sprites were originally generated by AI, and either cleaned or used as inspiration for the final art by us. | CodingBigTime | - | Mar 18, 2026 | |
The Wall Store/marketing art | AI was used to generate the cinematics of this visual novel so it could be much more realistic and immersive. | Dad and Son Games | - | Mar 18, 2026 | |
Chess Hunt In-game content textcode | I used AI for translating the game and occasionally for programming-related questions. | 1SoloDevStudio | - | 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 | |
Tinker-World: Arrival at Kedhreon In-game content art | Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork. | From The Cave | - | Mar 18, 2026 | |
十品芝麻官 In-game content artcode | Use AI to assist in creation in code and some art materials. | 孟骏远、梁骞、欧阳坤 | - | 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 | |
Red Van Simulator 極速紅Van傳說 Store/marketing art | Some images are generated by AI based on real photos provided by myself. | 馬吉氏 Marcus | - | Mar 18, 2026 | |
99999両 Dev only code | AI-generated portions of the code. | WINGLAY | - | Mar 18, 2026 | |
ERAZER Store/marketing art | We use AI to generate art and marketing materials for the game. | Creetah Ltd | - | Mar 18, 2026 | |
President Coin In-game content artaudio | Some visual assets were created with generative AI
The Music is created with generativ AI | Symbiotic Games | - | Mar 18, 2026 | |
Void Drift Store/marketing art | AI was used to help create some of the store assets and marketing materials. | Kneedlik | - | Mar 18, 2026 | |
Meme Survivors: Backrooms In-game content codeaudio | Part of the code and all the music were created using artificial intelligence. | Gemütlich Kayling | 20 | 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 | |
Going for Nuts Store/marketing art | The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo. | Crazy Mage | - | 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 | |
STUDIO SCREAM - VERSE ONE Dev only | as a tool for helping me come up with ideas. | DARK STAR STUDIOS | - | Mar 18, 2026 | |
SixteenPetals In-game content artaudio | In this game, part of the screen content and background music use ai pre-rendering | Husky366Studio | 17 | Mar 18, 2026 | |
Kisaragi Station Store/marketing art | AI used to create artwork and images | Audrey Rose Productions | - | Mar 18, 2026 | |
That Time I Found A Box In-game content audioart | Voice overs during game intro sequence.
Some card art concepts.
Some sound effects. | Otter Paw Press | - | 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 | |
Cozy Aquarium In-game content art | Some in-game visual assets were generated using AI tools and further refined through manual editing. | Happy Amoeba | 37 | Mar 18, 2026 | |
Battle AirForce Store/marketing art | 1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI.
2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo. | SUZUKIPLAN | - | Mar 18, 2026 | |
Bring Slime to Mommy In-game content art | Our game uses AI-generated images as a starting point for background art and concept designs.
These AI-generated images are then heavily edited and refined manually by our artists to ensure unique and high-quality assets.
AI is not used during live gameplay, and all final game assets are reviewed and modified by human artists before implementation. | BlueLionGames | - | Mar 18, 2026 | |
Untold Depths Store/marketing art | AI was used to generate a base concept for store capsule art, which was modified and filtered. | Cybernetic Studios LLC | - | Mar 18, 2026 | |
IcoNick Duster - Planets Defender Unclear art | Some Graphics, icons or design | ima shouganai | - | Mar 18, 2026 |