Some of the images and parts of the translation in this game were created with the help of AI, with human editing and refinement. Nothing in the game is generated by AI in real time.
- Creator
- akihiro
- Reviews
- -
- Added
- Mar 18, 2026
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Some of the images and parts of the translation in this game were created with the help of AI, with human editing and refinement. Nothing in the game is generated by AI in real time.
This game uses AI-powered translation for some languages.
Some store page promotional images are created using AI graphics. 一些商店页面促销图像是使用AI图形创建的。
The Logo was generated by AI and we loved it!
We use AI to generate some of the characters and backgrounds.
Background images were initially generated, and the hand tuned, edited, massaged and worked to fit the aesthetic and feel of the game, blending it into a cohesive game world.
Graphical assets were made with the help of AI, since as an indie developer I have the know-how in coding but I am missing the skill to provide effective and appealing sprite assets.
I use commercially licensed AI generated graphics assets as temporary placeholders for some card images and icons because of the frequent card design changes. They will be replaced by manual art after the card designs are finalized in the released game.
AI generated cinematics, imagery & audio (music & SFX)
Image generation AI was used for prototyping image assets. Text generation AI was used for debugging and function implementation in development.
DeepL has been used as a tool for aiding the translation, AI has been used to assist with image generation (a complete list can be found in-game), some music is AI-generated.
This game used AI to generate pre-rendered content for the game. The AI is used to generate descriptions for the store page, game backgrounds, character images, some of the in-game images, dialogue text and the voiceovers.
Game logo and menu image made with ai tool
for making store page
All illustrations and visual assets in this game were created using AI-based tools, followed by manual retouching and quality refinement. Our goal was to craft a unique and immersive world by combining the creative potential of AI with careful artistic direction. All AI tools were used legally, and the resulting content was thoroughly reviewed to avoid any ethical or copyright concerns.
Roughly 50% of the music is currently AI generated. We plan on replacing this music throughout Early Access.
This product uses AI solely to create 2D graphics for marketing purposes (such as promotional images, icons, and artwork). The in-game content itself is not AI-generated.
Rasna does not contain AI-generated creative content. All environments, texts, dialogues, and narrative elements have been handcrafted by the developers. AI tools have been used exclusively for technical purposes during development. In particular, voice-processing tools were used to modify recordings performed by real actors in order to create distinct character voices from the same actor. No dialogue, narrative, or artistic content has been generated by AI.
In the development of this game, we have drawn inspiration from AI-generated artwork. Additionally, some of the artists we collaborated with may have utilized AI tools to enhance their creative process.
Used an innovative AI technique to turn paintings into flat, tileable textures. Use AI voice generation for some NPC voices.
We sometimes use AI to kickstart ideas or test directions, but everything in Spell Beat is shaped, reworked, and hand-polished by real humans until it feels juicy. AI experiments mainly help us figure out what NOT to make. The final experience is crafted by actual people who care way too much about way too many details.
During the game design process, we used generative AI tools to create some visual assets, such as background images and textures, as creative references. Our art team carefully refined these materials to ensure they align with the game’s unique style and high-quality standards.
Background, Icon
Some of the backgrounds contain elements that were modified or generated with the assistance of AI.
The title background image is generated by AI. BGM 009Song_00_YY_RayofStarash.ogg is generated by AI.
Some textures and concept artworks in this game were created using generative AI tools and then refined by the developer to fit the game’s style. No AI-generated content is created or modified during gameplay.
Some concept art and portions of the UI design were created with reference to generative AI.
3D models and some graphical assets were made using AI tools.
All of the game models and image assets were initially generated using the latest generation of AI technologies, then heavily modified and polished to meet high-quality visual standards and ensure consistency with the game's art style.
A few placeholder graphics make use of a generated picture, that was then manually adjusted in photoshop and drawn upon to create a different artwork. These are planned to be replaced.
A small number of textures and descriptive texts were based on AI-generated content and then appropriately refined by hand to produce the final assets.
2d art including logos and text fonts ai assisted in code writing
Some Artworks/Sounds have been made with the help of LLM AIs
AI was used to create or enhance the fidelity of in game sprites such as characters, enemies and ground textures. AI was also used in creation of graphical materials on the store page.
Since I developed this on my own, I took advantage of opportunities to speed up the process.
This game uses AI-generated and post-edited content for the presentation of scenes and characters.
Announcement Trailer now contains AI-generated voices. Note: No AI-generated content will be used in the actual game!
AI was used solely to generate the store page artwork, specifically for the title image. No AI was used in the actual game itself—game assets, environments, and mechanics are all created manually. All in-game screenshots displayed on the store page are genuine and accurately represent the gameplay experience.
The AI integrated into Amma: Chronicles of Lost Stars is not used to generate random content or replace artists. It is mainly used to optimize certain gameplay mechanics and improve the behavior of Nzuri spirits and enemies, making confrontations more tactical and unpredictable. All narrative, visual and sound content remains entirely manualy created by our team of artists and narrative designers. AI is only used to enhance fluidity and depth.
Generative AI tools were used to create or initialize some store page material, as I am a game developer not a graphic designer. This made preparing some store page art assets easier, allowing me to spend more time working on the game itself.
Monster Pod Quest uses a custom AI model to generate content (monsters, tiles, etc) during gameplay, to create a dynamic and customisable experience. All pixel art used for training was either purchased or was freely available under a creative commons license, and all artists are credited in-game.
Some character illustrations and designs in the game were assisted by AI
This game uses AI to generate character illustrations and other artwork images, and AI was also used for translation.
During development, we may use procedural or AI-assisted tools to help with asset creation. All final content reflects the creativity and direction of our development team.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions. Some dynamic art assets are assisted in their creation by AI tools.
Generating some character portraits using image generation
Some of the textures used in the game's models were created using generative AI.
AI was used to generate some images during development, but all final in-game assets were manually refined. No AI-generated content is dynamically created during gameplay
In-game character images and translations were created using AI.
Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ノーラと時を戻さない魔法 In-game content arttext | Some of the images and parts of the translation in this game were created with the help of AI, with human editing and refinement.
Nothing in the game is generated by AI in real time. | akihiro | - | Mar 18, 2026 | |
シールオブマジック In-game content text | This game uses AI-powered translation for some languages. | Catalion | - | Mar 18, 2026 | |
宁静之海 Store/marketing art | Some store page promotional images are created using AI graphics.
一些商店页面促销图像是使用AI图形创建的。 | 烟熏渔 | - | Mar 18, 2026 | |
Palette Forge Store/marketing art | The Logo was generated by AI and we loved it! | Midlife Hobbies | - | Mar 18, 2026 | |
百陽師 In-game content art | We use AI to generate some of the characters and backgrounds. | 株式会社ワンコネクト | 12 | Mar 18, 2026 | |
Nothmere In-game content art | Background images were initially generated, and the hand tuned, edited, massaged and worked to fit the aesthetic and feel of the game, blending it into a cohesive game world. | Wraithwood Studios | 15 | Mar 18, 2026 | |
Years Gone By In-game content art | Graphical assets were made with the help of AI, since as an indie developer I have the know-how in coding but I am missing the skill to provide effective and appealing sprite assets. | Fineam Neo Studio | - | Mar 18, 2026 | |
Coin War In-game content art | I use commercially licensed AI generated graphics assets as temporary placeholders for some card images and icons because of the frequent card design changes. They will be replaced by manual art after the card designs are finalized in the released game. | Hetairoi Studio | - | Mar 18, 2026 | |
Ascension Gamebook In-game content artaudio | AI generated cinematics, imagery & audio (music & SFX) | Kudomos | - | Mar 18, 2026 | |
SIGMA COALESCE: Suika Game Roguelike Dev only artcodetext | Image generation AI was used for prototyping image assets.
Text generation AI was used for debugging and function implementation in development. | void2610 | - | Mar 18, 2026 | |
My Silly Science Summer in the Past In-game content textartaudio | DeepL has been used as a tool for aiding the translation, AI has been used to assist with image generation (a complete list can be found in-game), some music is AI-generated. | TBF | 17 | Mar 18, 2026 | |
Tower Of Wishes: Shaka In-game content arttextaudio | This game used AI to generate pre-rendered content for the game. The AI is used to generate descriptions for the store page, game backgrounds, character images, some of the in-game images, dialogue text and the voiceovers. | Ironcode Gaming | - | Mar 18, 2026 | |
Way To Hell Store/marketing art | Game logo and menu image made with ai tool | Valkeala Software | 12 | Mar 18, 2026 | |
Reborn: The Evil Being Store/marketing arttext | for making store page | Mighty Knight Games | - | Mar 18, 2026 | |
Yogoe Hunter In-game content art | All illustrations and visual assets in this game were created using AI-based tools, followed by manual retouching and quality refinement.
Our goal was to craft a unique and immersive world by combining the creative potential of AI with careful artistic direction.
All AI tools were used legally, and the resulting content was thoroughly reviewed to avoid any ethical or copyright concerns. | Studio Justice | - | Mar 18, 2026 | |
Loot Shop Simulator In-game content audio | Roughly 50% of the music is currently AI generated. We plan on replacing this music throughout Early Access. | Source Error Productions | - | Mar 18, 2026 | |
Heroin Hero In-game content art | This product uses AI solely to create 2D graphics for marketing purposes (such as promotional images, icons, and artwork). The in-game content itself is not AI-generated. | JPGames | - | Mar 18, 2026 | |
Rasna In-game content audio | Rasna does not contain AI-generated creative content.
All environments, texts, dialogues, and narrative elements have been handcrafted by the developers.
AI tools have been used exclusively for technical purposes during development.
In particular, voice-processing tools were used to modify recordings performed by real actors in order to create distinct character voices from the same actor.
No dialogue, narrative, or artistic content has been generated by AI. | Matteo | - | Mar 18, 2026 | |
Noon Stone Unclear art | In the development of this game, we have drawn inspiration from AI-generated artwork. Additionally, some of the artists we collaborated with may have utilized AI tools to enhance their creative process. | RedderNoon | - | Mar 18, 2026 | |
Lyerion Clash In-game content artaudio | Used an innovative AI technique to turn paintings into flat, tileable textures. Use AI voice generation for some NPC voices. | mo1ok | - | Mar 18, 2026 | |
Spell Beat Dev only | We sometimes use AI to kickstart ideas or test directions, but everything in Spell Beat is shaped, reworked, and hand-polished by real humans until it feels juicy. AI experiments mainly help us figure out what NOT to make. The final experience is crafted by actual people who care way too much about way too many details. | Melodica Interactive | - | Mar 18, 2026 | |
ChanceLot TD: Merge Wars In-game content art | During the game design process, we used generative AI tools to create some visual assets, such as background images and textures, as creative references. Our art team carefully refined these materials to ensure they align with the game’s unique style and high-quality standards. | P.D. PLAYGENES INTERNATIONAL LIMITED | - | Mar 18, 2026 | |
Tales of Yokai Harmony Unclear | Background, Icon | YokaiAttic | - | Mar 18, 2026 | |
みすずの国 In-game content art | Some of the backgrounds contain elements that were modified or generated with the assistance of AI. | StudioHommage | 17 | Mar 18, 2026 | |
星标3最终未来 In-game content artaudio | The title background image is generated by AI.
BGM 009Song_00_YY_RayofStarash.ogg is generated by AI. | 暗de刺客 | - | Mar 18, 2026 | |
Past, Future and the Other One In-game content art | Some textures and concept artworks in this game were created using generative AI tools and then refined by the developer to fit the game’s style. No AI-generated content is created or modified during gameplay. | Dust and Flame | - | Mar 18, 2026 | |
Dream Abyss: survivors Store/marketing art | Some concept art and portions of the UI design were created with reference to generative AI. | Studio215 | 46 | Mar 18, 2026 | |
Fortress Frenzy In-game content art | 3D models and some graphical assets were made using AI tools. | Mythforge Games | - | Mar 18, 2026 | |
Ancient TD In-game content art | All of the game models and image assets were initially generated using the latest generation of AI technologies, then heavily modified and polished to meet high-quality visual standards and ensure consistency with the game's art style. | Ancient TD | 14 | Mar 18, 2026 | |
SpellBinder In-game content art | A few placeholder graphics make use of a generated picture, that was then manually adjusted in photoshop and drawn upon to create a different artwork. These are planned to be replaced. | ItsBen | - | Mar 18, 2026 | |
Junji Ito Maniac: An Infinite Gaol In-game content arttext | A small number of textures and descriptive texts were based on AI-generated content and then appropriately refined by hand to produce the final assets. | SOFTSTAR ENTERTAINMENT | 617 | Mar 18, 2026 | |
Defend the Dead In-game content arttext | 2d art including logos and text fonts
ai assisted in code writing | Loaded Goat Games | - | Mar 18, 2026 | |
RuneKingdom In-game content artaudio | Some Artworks/Sounds have been made with the help of LLM AIs | UDC | - | Mar 18, 2026 | |
Soul Cauldron In-game content art | AI was used to create or enhance the fidelity of in game sprites such as characters, enemies and ground textures. AI was also used in creation of graphical materials on the store page. | Ákos Hornung | - | Mar 18, 2026 | |
Mysterious Treasure Dev only | Since I developed this on my own, I took advantage of opportunities to speed up the process. | Gürkan Gür | - | Mar 18, 2026 | |
Adventures & Quests - The black Crystal In-game content arttext | This game uses AI-generated and post-edited content for the presentation of scenes and characters. | magnussoft | - | Mar 18, 2026 | |
Two Realms: Whispers from the Rift In-game content audio | Announcement Trailer now contains AI-generated voices. Note: No AI-generated content will be used in the actual game! | MOD42 Studio | - | Mar 18, 2026 | |
The Edge In-game content art | AI was used solely to generate the store page artwork, specifically for the title image. No AI was used in the actual game itself—game assets, environments, and mechanics are all created manually. All in-game screenshots displayed on the store page are genuine and accurately represent the gameplay experience. | TheGoodMen GamingStudioLLC | - | Mar 18, 2026 | |
Amma: Chronicles of lost stars code | The AI integrated into Amma: Chronicles of Lost Stars is not used to generate random content or replace artists.
It is mainly used to optimize certain gameplay mechanics and improve the behavior of Nzuri spirits and enemies, making confrontations more tactical and unpredictable.
All narrative, visual and sound content remains entirely manualy created by our team of artists and narrative designers. AI is only used to enhance fluidity and depth. | Joinplay™ Games Studios Oy | - | Mar 18, 2026 | |
The Kingdom of Goku Store/marketing art | Generative AI tools were used to create or initialize some store page material, as I am a game developer not a graphic designer. This made preparing some store page art assets easier, allowing me to spend more time working on the game itself. | Future Man Future Martian | - | Mar 18, 2026 | |
Monster Pod Quest Live AI art | Monster Pod Quest uses a custom AI model to generate content (monsters, tiles, etc) during gameplay, to create a dynamic and customisable experience. All pixel art used for training was either purchased or was freely available under a creative commons license, and all artists are credited in-game. | ZogSoft | - | Mar 18, 2026 | |
龙与精灵 In-game content art | Some character illustrations and designs in the game were assisted by AI | AngelXiaoZ | 23 | Mar 18, 2026 | |
Isekai Adventurer Guild In-game content arttext | This game uses AI to generate character illustrations and other artwork images, and AI was also used for translation. | Beard Bear | 104 | Mar 18, 2026 | |
LOST ALTR Unclear artaudiotext | During development, we may use procedural or AI-assisted tools to help with asset creation. All final content reflects the creativity and direction of our development team. | ALTER-BOY | - | Mar 18, 2026 | |
Arcana Academy In-game content art | Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools. | 2A Studio | 60 | Mar 18, 2026 | |
Ashen Dungeon In-game content art | Generating some character portraits using image generation | RasEn Inc | - | Mar 18, 2026 | |
Potat In-game content art | Some of the textures used in the game's models were created using generative AI. | Hexe Circles Studio | - | Mar 18, 2026 | |
Doorz In-game content art | AI was used to generate some images during development, but all final in-game assets were manually refined. No AI-generated content is dynamically created during gameplay | MegLore | - | Mar 18, 2026 | |
Hero Slayers In-game content arttext | In-game character images and translations were created using AI. | BlackHusHPuppy | - | Mar 18, 2026 | |
Tales for the Long Nights In-game content artaudiotext | Tales for the Long Nights uses generative AI in various methods of asset creation throughout the game. | After Image Studios | - | Mar 18, 2026 |