Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
- Creator
- KolaCape
- Reviews
- 21
- Added
- Jun 30, 2026
Public Steam disclosure research 25,706 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
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.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page.
Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players.
This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic.
The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game. Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release.
As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game. These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows.
Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product.
Part of the English localization.
A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game.
Marketing and game assets
Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production. No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content.
I use generative AI tools as part of art pipeline. Some visual assets - such as background art and certain textures - are created with AI assistance (e.g. Midjourney, Gemini) and then manually refined, edited, and composited before being integrated into the game. All AI-assisted content is reviewed by me personally to ensure quality and appropriateness. The game does not generate any content live during play.
To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines.
Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay.
How is generative AI used in this game? We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation: Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style. Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow. All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
Generative AI tools were used to support the developer's creative direction.
Mythic Battle uses generated images for character art within card frames to enable design flexibility.
Some game image assets were created using AI.
本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。
AI is utilised to support the creation of the store page. No AI will be used within the game itself
Code and Art
This game uses AI-generated artwork.
This game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
AI tools were used for polishing narrative text content and translations.
The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules.
Developed using Claude Code.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay. The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
Localization was done via A.I.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself.
Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services.
Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI.
Codex, powered by ChatGPT, was used as a coding assistant during development. I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free.
The game currently relies on AI for some UI Art Assets, programming, and sound effects.
Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy.
Generative AI may be used for certain promotional materials and future story-related visual content. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets. No AI-generated content is created in real time while playing the game.
Some pre-rendered 2D artwork, icon, and UI/store visual assets were created or assisted with generative AI during development. The game does not generate AI content during gameplay and does not connect to an external AI service.
Store description and promotional graphics generated using AI tools.
Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue. Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes. All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content.
This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay.
Some of the content in AquaDucked! was created with the help of generative AI tools: - Some background music was created using AI music-generation tools. - The blurred background images behind each theme were created or refined with AI tools. - Portions of the store page and marketing text were drafted with AI assistance. The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated. All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others.
Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion.
Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Generative AI disclosure Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release. This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated. Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running.
Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay. Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/
Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime.
Some objects and character voices in this game were created with the assistance of AI
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for: - Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer. - Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts. - Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts. All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Survivor | Artificial Intelligence (AI) is used to enhance and edit artwork and graphical assets on the Steam store page. | KolaCape | 21 | Jun 30, 2026 | |
The Pathbound Wayfarer Dev only textcode | Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players. | DONG SHAOHUA | - | Jun 30, 2026 | |
Amalgam In-game content art | This game is made by a solo developer. To create a rich variety of cards on a small budget, AI was used to generate art assets for the game. All artwork was carefully reviewed and edited to achieve a consistent and high quality aesthetic. | Virtual Maker | - | Jun 30, 2026 | |
Mobsteria: Rise In-game content arttext | The development of Mobsteria: Rise to Power used AI-based generative tools to help create some of the art assets that ship in the game.
Some store-page and marketing text was also drafted with AI assistance. All AI-generated content is reviewed, curated, edited, and integrated by a human developer before release. | JRichards | 21 | Jun 30, 2026 | |
Manala In-game content art | As a solo developer, my focus right is on building a deep, balanced gameplay loop: an MMORPG where your equipment dictates the strength of your card deck. To allow me to focus purely on building the combat and RPG progression mechanics, all current in-game imagery (room scenes, sprites, portraits, HUD etc) uses AI-generated images (Google Gemini) that I have modified by hand to fit the game.
These are temporary placeholder assets. My goal is to eventually replace this placeholder art as the game's mechanics are finalized and the project grows. | Kilbirivi | - | Jun 30, 2026 | |
The Rich Die First In-game content arttextcode | Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product. | Huiyi Chu | - | Jun 30, 2026 | |
Carmagist In-game content text | Part of the English localization. | Usaoi Games | - | Jun 30, 2026 | |
Trade the Crash In-game content art | A pre-rendered promotional cinematic/trailer used in marketing materials was created with generative AI cinematic tools. The game itself does not include live generative AI features, and players cannot generate AI content in-game. | PERFECTCIRCLE | - | Jun 30, 2026 | |
Argonauts Agency 17: The World on His Shoulders Store/marketing art | Marketing and game assets | 8floor ltd | - | Jun 30, 2026 | |
Super Kickmen In-game content arttext | Generative AI tools were used to assist with translation/localization and parts of the in-game artwork production.
No generative AI tools are used for sound effects, music, story content, or live-generated gameplay content. | Reeecook Studio | - | Jun 30, 2026 | |
Game Master Club Simulator In-game content art | I use generative AI tools as part of art pipeline. Some visual assets - such as background art and certain textures - are created with AI assistance (e.g. Midjourney, Gemini) and then manually refined, edited, and composited before being integrated into the game. All AI-assisted content is reviewed by me personally to ensure quality and appropriateness. The game does not generate any content live during play. | EdgeRun | - | Jun 30, 2026 | |
Arensia In-game content artaudio | To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines. | JnJSoft | - | Jun 30, 2026 | |
Gas Snacks & Tears Store/marketing art | Some of this game's store-page and marketing art (capsule and key art) was created with generative AI image tools, then reviewed and edited by the developer. The game itself contains no generative-AI content: all in-game art and text are hand-authored, and the audio is procedurally synthesized rather than AI-generated. No AI content is generated during gameplay. | Gas Snacks Games | - | Jun 30, 2026 | |
Threadstorm In-game content artcode | How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards. | Justus Nacken | - | Jun 30, 2026 | |
Victorian Pier Tycoon Unclear | Generative AI tools were used to support the developer's creative direction. | Webpal Limited | - | Jun 30, 2026 | |
Mythic Battle In-game content art | Mythic Battle uses generated images for character art within card frames to enable design flexibility. | Golden Forge Entertainment | - | Jun 30, 2026 | |
死亡矩阵房间 In-game content art | Some game image assets were created using AI. | Moyu Studio | - | Jun 30, 2026 | |
女神:守護之約(Norn Saber : The Guardian's Oath) In-game content art | 本次部分角色視覺更新,依然由遊戲美術團隊負責整體風格設計與監修,部分製作流程導入輔助工具,以協助草圖發想與細節製作,而最終成品皆由美術團隊逐一修正與確認。我們始終重視角色原有的魅力與系列累積的美術風格,希望在保留大家熟悉情感的同時,透過新的表現手法,為玩家帶來更豐富、更細膩的視覺體驗。 | Chinesegamer | - | Jun 30, 2026 | |
Who Heckled? Store/marketing | AI is utilised to support the creation of the store page. No AI will be used within the game itself | Classy Games | - | Jun 30, 2026 | |
DEBTMASTER Unclear codeart | Code and Art | Zeus | - | Jun 30, 2026 | |
Vexbound In-game content art | This game uses AI-generated artwork. | Cierzo Works | - | Jun 29, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
Star Haul Tycoon In-game content text | AI tools were used for polishing narrative text content and translations. | sugames | - | Jun 29, 2026 | |
ChronosGuessr In-game content art | The game uses generative artificial intelligence to create some of its images, and a portion of the visual content was produced with AI tools, but all such assets have been reviewed to ensure they do not infringe copyrights and comply with Steam’s rules. | Byteforge | - | Jun 29, 2026 | |
Daily War Online Dev only code | Developed using Claude Code. | Daily War Online | - | Jun 29, 2026 | |
Afterdepth In-game content artaudio | Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates. | Dannark Studios | - | Jun 29, 2026 | |
Alien Bloom In-game content text | Localization was done via A.I. | Bestwood Studios | - | Jun 29, 2026 | |
Horn of the Warlord In-game content art | Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork. | MagicKrol | - | Jun 29, 2026 | |
云境御魔 In-game content art | Some of the game's pre-existing assets were generated with AI assistance; however, no AI is integrated into the gameplay itself. | 云境御魔 | - | Jun 29, 2026 | |
Orbital Dispatch In-game content art | Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services. | Christian Fischer | - | Jun 29, 2026 | |
King's Bounty: The Legend Store/marketing art | Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI. | Katauri Interactive | 976 | Jun 29, 2026 | |
Mindscape Dev only code | Codex, powered by ChatGPT, was used as a coding assistant during development.
I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free. | Vladlen Manshin | - | Jun 29, 2026 | |
Crim Ludus In-game content artaudiocode | The game currently relies on AI for some UI Art Assets, programming, and sound effects. | Hawk Vision Games LLC | - | Jun 28, 2026 | |
除靈館 In-game content arttextcode | Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy. | 改變娛樂工作室 | - | Jun 28, 2026 | |
Warehouse Simulator In-game content art | Generative AI may be used for certain promotional materials and future story-related visual content. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page. | Aulryght | - | Jun 28, 2026 | |
Last Rail Dev only codeart | AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets.
No AI-generated content is created in real time while playing the game. | Benar'd Games | - | Jun 28, 2026 | |
Refund In-game content art | Some pre-rendered 2D artwork, icon, and UI/store visual assets were created or assisted with generative AI during development. The game does not generate AI content during gameplay and does not connect to an external AI service. | GuGuguagua | - | Jun 28, 2026 | |
Zombuffoonery Store/marketing art | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | - | Jun 28, 2026 | |
Arcadia Unbound Live AI text | Arcadia Unbound does not use AI-generated artwork, music, sound effects, voice acting, story content, quests, localization, or character dialogue.
Arcadia Unbound uses a locally running language model as part of the AURA Framework to interpret player speech during specific conversation sequences. The model analyzes player intent and conversational context, and then selects from developer-authored dialogue responses and narrative outcomes.
All artwork, music, voice acting, story content, character dialogue, and gameplay content presented to players are created and curated by the development team and performed by professional voice actors where applicable. No AI system generates any type of dialogue, story events, artwork, audio, or player-facing content. | Immersion Games Inc. | - | Jun 28, 2026 | |
Tamo&Tamer In-game content art | This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay. | OFFtheREAL | - | Jun 28, 2026 | |
AquaDucked! In-game content audioarttext | Some of the content in AquaDucked! was created with the help of generative AI tools:
- Some background music was created using AI music-generation tools.
- The blurred background images behind each theme were created or refined with AI tools.
- Portions of the store page and marketing text were drafted with AI assistance.
The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated.
All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others. | NickTheDuck | - | Jun 28, 2026 | |
Immortal Sect Guardian In-game content artaudiotextcode | Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion. | Programmer Xiaohui | - | Jun 28, 2026 | |
Gap Storm In-game content artaudio | Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Jun 28, 2026 | |
Lords of the World In-game content art | Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game. | GVA Games | - | Jun 28, 2026 | |
American Dream In-game content art | Generative AI disclosure
Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release.
This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated.
Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running. | Bret | - | Jun 28, 2026 | |
Football Academy Director In-game content art | Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay.
Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/ | MAP Interactive | - | Jun 28, 2026 | |
Sim: World Cup Manager Store/marketing art | Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime. | Jfsimgames | - | Jun 28, 2026 | |
Trying to Wake Up In-game content artaudio | Some objects and character voices in this game were created with the assistance of AI | Wertex Studio | - | Jun 28, 2026 | |
DeepRise In-game content artaudio | Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand. | Max Karnaukh | - | Jun 28, 2026 | |
The Veiled Atlas: A Cycle of Falls In-game content artaudiotext | The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play. | Flat Gradient | - | Jun 28, 2026 |