Generative AI tools were used to assist in the development of some assets in the game.
- Creator
- Znan Games
- Reviews
- -
- Added
- Mar 18, 2026
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Generative AI tools were used to assist in the development of some assets in the game.
AI was used to generate images such as loading screens, small logos, main menu backgrounds, and icons.
Placeholder Voices
I use the AI to generate texts for the description of the game. Mainly correct grammar.
i use it for the logo of the game
Some use of AI in game's narrative, drawings, and some of the store page materials.
Translated using AI
1. Translation 2. 3D Modeling
Some in-game UI, images, and audio were created using AI-generated content.
During development, we used AI-based tools to assist with content creation. This includes a small number of paintings and ambient sounds. All content was reviewed and curated by our team to match the tone and style of the game. No real-time AI or generative interaction occurs during gameplay.
The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game.
AI used for some 3d assets
Some visual elements, such as textures and artwork, as well as certain character voices, were created using generative AI tools during the development of the game. No AI is used during gameplay, and all content has been reviewed to ensure it complies with Steam's guidelines.
Voice generation for the trailer and some in-game vocals
Artificial intelligence has been used for some of the sounds in the game and some of the text in the store page.
Some of the art in the storepage is AI generated
Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality.
Less than 4 assets utilized Midjourney tech to finalize the look of some environments and some indexing. This game is a labor of love and is overwhelmingly designed, animated, coded, and composed by humans.
ChatGPT corrected the translations and my spelling and grammar errors...
AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets.
Sound Photos Images
Some of the game's promotional visuals were created using artificial intelligence support. The AI was provided with information about the game's concept, style, and cultural background, allowing it to generate completely original visuals that belong to us. Artificial intelligence was used as a supportive tool in the visual design process.
Some elements of this game, including concept art, textures, audio design, and marketing materials, were created using generative AI tools. All AI-generated content was used in a curated, static form and does not include real-time generation or player-interactive AI systems.
Some visual assets used in the game's main menu, promotional materials, and Steam page were created with the assistance of AI tools. These elements are designed to enhance the game's presentation but do not affect gameplay or generate content during runtime.
The dialogues and some images related to the story. These were partially or completely reworked by the creator.
The character portraits and CG in this game are rendered using deep learning models such as Stable Diffusion based on convolutional neural networks.
A neural network was used to create music and ambient
Some of the marketing billboard textures have been created with AI. Image and Logo enhancements with AI tools in Photoshop
Many 3D Models generated from Meshy.Ai Pro Music is generated with Udio Pro Most textures, text and images are generated with ChatGPT Plus Some voices are generated with Veed.io or LTX.studio
I've only used generative AI to create a few decorative paintings that appear in the game environment. No character models, UI elements, or gameplay-related assets were generated with AI. I'm a solo developer without an art background, and I used AI just to fill in some gaps during development. In the future, I plan to work with professional artists to replace or enhance these assets.
Dialogue generation, neural translation
The game uses pre-generated voice lines for the boss character
AI was used to create some 2D graphics elements
Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI.
AI-generated content used only for Steam page
Language translations done with DeepSeeK AI
Music generated by AI
AI tools were used during development to generate a few concept images and visuals. No live AI generation occurs during gameplay.
Some graphic assets make use of AI-generated content.
In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions. Program Code Generation: We create and optimize the programming code that implements the game's features and systems.
AI Content Usage Explanation: Some visual assets in Chinchón were created using AI-assisted tools. Specifically: The achievement icons were generated with the help of AI to create consistent and stylized imagery. A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game. No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion.
Some game models are generated using artificial intelligence
Some scene or character images were generated.
AI-generated art object
Media materials
some textures are created by AI image creators
Some notes feature images generated by artificial intelligence.
• A local LLM powers the Intent Recognition System for voice command interpretation. It is also used in select situations to generate custom dialogue responses to the player's voice & text input. • Pre-recorded dialogue is personalized by processing through Piper TTS neural speech synthesis that generates the personalized version in real-time. • Speech to text transcription is powered by OpenAI Whisper STT. All AI systems run locally on the user's system with no online component.
AI was used to generate store page visuals, including capsule images, library assets, and the final image used in the game’s trailer. All assets were manually curated and edited to meet quality and thematic consistency. The game itself does not include any AI-generated code or gameplay content.
Background images and background music are AI-generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Collapse Zone In-game content | Generative AI tools were used to assist in the development of some assets in the game. | Znan Games | - | Mar 18, 2026 | |
Mesorift Survival In-game content art | AI was used to generate images such as loading screens, small logos, main menu backgrounds, and icons. | Meik.W Interactive | 104 | Mar 18, 2026 | |
The INDIGO Initiative audio | Placeholder Voices | Caustic Reality | - | Mar 18, 2026 | |
Clamor Lycanis Store/marketing text | I use the AI to generate texts for the description of the game. Mainly correct grammar. | Viridian Peak | - | Mar 18, 2026 | |
Gargouti Simulator Store/marketing art | i use it for the logo of the game | chaouki_dev | - | Mar 18, 2026 | |
Dot Clicker In-game content arttext | Some use of AI in game's narrative, drawings, and some of the store page materials. | Wraith Esports | - | Mar 18, 2026 | |
Happy Door In-game content text | Translated using AI | Dopamine Maker | - | Mar 18, 2026 | |
The Overnight Screening In-game content textart | 1. Translation
2. 3D Modeling | Taleon | 16 | Mar 18, 2026 | |
POJANGMACHA : Korean Street Food Management Simulator In-game content artaudio | Some in-game UI, images, and audio were created using AI-generated content. | AnomalyGuys | 194 | Mar 18, 2026 | |
Last Presence In-game content artaudio | During development, we used AI-based tools to assist with content creation. This includes a small number of paintings and ambient sounds. All content was reviewed and curated by our team to match the tone and style of the game.
No real-time AI or generative interaction occurs during gameplay. | DUS | - | Mar 18, 2026 | |
Hollow Host code | The game uses local, offline LLMs (meaning no data ever leaves your computer and nothing is used in training) for controlling and adapting the behavior of the main enemy in the game. | Crit42 Studio | - | Mar 18, 2026 | |
First Survivors In-game content art | AI used for some 3d assets | Chris Jakobczak | - | Mar 18, 2026 | |
EscapeTheBrainrot In-game content artaudio | Some visual elements, such as textures and artwork, as well as certain character voices, were created using generative AI tools during the development of the game.
No AI is used during gameplay, and all content has been reviewed to ensure it complies with Steam's guidelines. | CryDream | - | Mar 18, 2026 | |
Soap In-game content audio | Voice generation for the trailer and some in-game vocals | Decoy | - | Mar 18, 2026 | |
Escape.exe Store/marketing audiotext | Artificial intelligence has been used for some of the sounds in the game and some of the text in the store page. | ESC Studios | - | Mar 18, 2026 | |
Joyful Masks Store/marketing art | Some of the art in the storepage is AI generated | Heartfelt Edge Studio | - | Mar 18, 2026 | |
Festival Journey: Venetian Masquerade Collector's Edition In-game content art | Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality. | Do Games Limited | - | Mar 18, 2026 | |
God & Charlotte In-game content art | Less than 4 assets utilized Midjourney tech to finalize the look of some environments and some indexing.
This game is a labor of love and is overwhelmingly designed, animated, coded, and composed by humans. | 3RD BOOK | - | Mar 18, 2026 | |
One Last Clip In-game content text | ChatGPT corrected the translations and my spelling and grammar errors... | Struggle Games Studio | 162 | Mar 18, 2026 | |
Celephaïs Dead Cities Store/marketing art | AI used to create some marketing materials. 1 man dev team so used AI to go from concept sketch to digital assets. | Kadath Productions | - | Mar 18, 2026 | |
Resonance Tales: Alone Unclear | Sound
Photos
Images | RAXZONE | - | Mar 18, 2026 | |
iblis3phenomena Store/marketing art | Some of the game's promotional visuals were created using artificial intelligence support. The AI was provided with information about the game's concept, style, and cultural background, allowing it to generate completely original visuals that belong to us. Artificial intelligence was used as a supportive tool in the visual design process. | Bulut ULU | 241 | Mar 18, 2026 | |
SURVEILLANCE DUTY: Twisted Sight In-game content artaudio | Some elements of this game, including concept art, textures, audio design, and marketing materials, were created using generative AI tools.
All AI-generated content was used in a curated, static form and does not include real-time generation or player-interactive AI systems. | Nightroot Games | - | Mar 18, 2026 | |
Sweet Toys Simulator Store/marketing art | Some visual assets used in the game's main menu, promotional materials, and Steam page were created with the assistance of AI tools. These elements are designed to enhance the game's presentation but do not affect gameplay or generate content during runtime. | OxygenStudio | - | Mar 18, 2026 | |
AMIRA In-game content textart | The dialogues and some images related to the story. These were partially or completely reworked by the creator. | AKNA Games | - | Mar 18, 2026 | |
伪装 In-game content art | The character portraits and CG in this game are rendered using deep learning models such as Stable Diffusion based on convolutional neural networks. | 可微游戏 | - | Mar 18, 2026 | |
Hookah Simulator In-game content audio | A neural network was used to create music and ambient | WarpGameStudio | - | Mar 18, 2026 | |
Quantum Threshold In-game content art | Some of the marketing billboard textures have been created with AI.
Image and Logo enhancements with AI tools in Photoshop | Vaki Games | - | Mar 18, 2026 | |
USAID Approvals Department In-game content artaudiotext | Many 3D Models generated from Meshy.Ai Pro
Music is generated with Udio Pro
Most textures, text and images are generated with ChatGPT Plus
Some voices are generated with Veed.io or LTX.studio | Jeremy Benisek (CyberAxe) | - | Mar 18, 2026 | |
Church Crew In-game content art | I've only used generative AI to create a few decorative paintings that appear in the game environment.
No character models, UI elements, or gameplay-related assets were generated with AI.
I'm a solo developer without an art background, and I used AI just to fill in some gaps during development.
In the future, I plan to work with professional artists to replace or enhance these assets. | Batuhan YILDIRIM | - | Mar 18, 2026 | |
Rust Rides In-game content text | Dialogue generation, neural translation | ZOAZ | - | Mar 18, 2026 | |
Passenger X In-game content audio | The game uses pre-generated voice lines for the boss character | Steel Feather Studio | - | Mar 18, 2026 | |
Dragons Reef VR In-game content art | AI was used to create some 2D graphics elements | Radoslaw Kutowinski | - | Mar 18, 2026 | |
Death Counter In-game content textart | Store page translations were created with the assistance of AI and reviewed for accuracy. AI was used to generate the background imagery for the Steam capsule art on the store page, while the logo and title were created without AI. | Arman Pakan | - | Mar 18, 2026 | |
Courier Simulator Store/marketing arttext | AI-generated content used only for Steam page | Crixel Games | - | Mar 18, 2026 | |
Last Stack Standing In-game content text | Language translations done with DeepSeeK AI | ByVed | - | Mar 18, 2026 | |
你的牛子 In-game content audio | Music generated by AI | lamb of game | 26 | Mar 18, 2026 | |
The Artifact Protocol Dev only art | AI tools were used during development to generate a few concept images and visuals. No live AI generation occurs during gameplay. | Liam Butler | - | Mar 18, 2026 | |
Exorcist: Oldest Tongue In-game content art | Some graphic assets make use of AI-generated content. | 727 Not Hound | - | Mar 18, 2026 | |
KAKURENBO: Hide and Seek In-game content textcode | In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions.
Program Code Generation: We create and optimize the programming code that implements the game's features and systems. | nobisiko games | - | Mar 18, 2026 | |
Chinchón In-game content art | AI Content Usage Explanation:
Some visual assets in Chinchón were created using AI-assisted tools. Specifically:
The achievement icons were generated with the help of AI to create consistent and stylized imagery.
A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game.
No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion. | Quarzo Aplicaciones y Juegos SL | - | Mar 18, 2026 | |
逃出30天循环 In-game content art | Some game models are generated using artificial intelligence | ZHANG YI | - | Mar 18, 2026 | |
Lingering Shadows Store/marketing art | Some scene or character images were generated. | Zinc The Cyborg | - | Mar 18, 2026 | |
Revolver Gambit In-game content art | AI-generated art object | Welch Antony | - | Mar 18, 2026 | |
Boy Escape from School Store/marketing art | Media materials | D one Games | - | Mar 18, 2026 | |
Oars of Silence In-game content art | some textures are created by AI image creators | SuloSounds | - | Mar 18, 2026 | |
The Protagonist Unclear art | Some notes feature images generated by artificial intelligence. | beforeyouknow Games | 21 | Mar 18, 2026 | |
Star Squadron Live AI text | • A local LLM powers the Intent Recognition System for voice command interpretation. It is also used in select situations to generate custom dialogue responses to the player's voice & text input.
• Pre-recorded dialogue is personalized by processing through Piper TTS neural speech synthesis that generates the personalized version in real-time.
• Speech to text transcription is powered by OpenAI Whisper STT.
All AI systems run locally on the user's system with no online component. | All Seeing Eye Games | - | Mar 18, 2026 | |
Anaria Store/marketing art | AI was used to generate store page visuals, including capsule images, library assets, and the final image used in the game’s trailer. All assets were manually curated and edited to meet quality and thematic consistency. The game itself does not include any AI-generated code or gameplay content. | VOIDEMBER | 10 | Mar 18, 2026 | |
NCH: Chronos Rebirth In-game content artaudio | Background images and background music are AI-generated. | Simian Dawn | - | Mar 18, 2026 |