Dark and Darker has begun utilizing AI-powered tools in the content creation process. All elements that make up the essence of the game are still done by the people who make this game.
- Creator
- IRONMACE
- Reviews
- 46.8k
- Added
- May 23, 2026
Public Steam disclosure research 25,380 disclosures tracked
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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.
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Dark and Darker has begun utilizing AI-powered tools in the content creation process. All elements that make up the essence of the game are still done by the people who make this game.
The game may use AI to produce game promotion content.
Some background music in this game was created with the assistance of AI music generation tools.
This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music. All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game. The game does not generate content or code with AI during gameplay and does not connect to external AI services.
Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
This game uses generative artificial intelligence as a support tool during development. The technology is used to assist in creating and refining ideas, narrative texts, descriptions, and initial design concepts. All generated content undergoes curation, review, and manual adjustments by the development team to ensure quality, consistency, and alignment with the game's universe. No AI systems are used to interact directly with players in real-time or to collect personal data.
This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
Some icons and spell effects were assisted by AI tools during SVG code design.
Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services.
The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight.
Generative AI have been used during development to: assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals. help with the writing or rephrasing of certain descriptive texts. All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer. No other artists' works were used as reference to generate anything. Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data.
The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time.
Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement.
No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game.
AI was used to create the Steam page capsule art and some sound effects (including music)
Image generation
AI was used to create some icons, sounds, and music.
Generative AI was used for coding, some image asset and animation generation, and music.
Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards.
AI was used as a supporting tool during development. All assets were reviewed, refined, and finalized by the team. All final content reflects the team’s creative direction and manual work.
Our team uses generative AI tools For Marketing/Promotional Images and some in game assets.
I used AI only for coding assistance and some questions about the Godot Game Engine.
AI was used to debug and create some code. It was also used to create the logo/icon.
AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made.
AI was used to generate images.
Some graphics created with AI assistance.
Ai has been used in the creation of some images used for marketing or in-game (such as loading screens).
This game uses generative AI tools during development: as a coding assistant to optimize workflow, for some visual assets, for writing and editing in-game text, and for localization. I know AI-assisted development isn't for everyone, and that's fair.
Static images and logos in store where generated with help of AI.
This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development.
I used AIs for Items/Skill Icons
Artificial intelligence was used to localize the store page and in-game text.
Only a few of the materials are created by AI.
AI Was used to assist in coding, and the production of client and website graphics, music and SFX.
This game uses AI Generated background image, icons, bgm.
Some graphical assets are generated with AI.
All in-game art was created by real human artists. The AI tool Cursor (a programming IDE) was used to help with developing the code for the game itself. The initial background of the icon used for the game was generated using AI tools.
Placeholder music made with Suno AI.
Some of the environment textures were generated using AI
Includes assets created with the support of AI-assisted tools.
Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers.
AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run. The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now.
Some visual assets, such as icons and UI borders, were created using generative AI tools.
This game uses AI-generated assets (background images and character tokens). Early Access revenue will go towards commissioning non-AI art.
AI was used to generate pre-rendered content.
AI was used to render some background images and with text proofreading. Also, some songs used in the game are AI generated.
Some artwork asset. Game code assistant.
Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game.
Experience the power of AI: create clothing, 3D models, and custom scenes with ease, interact with your personal AI companion through natural conversations, and build your own AI avatar to explore the world together.
Some writing tools and image-generation processes were used alongside our own artwork. We begin with concepts and exploratory art created in-house, and these tools help us produce consistent final assets when needed.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dark and Darker Unclear | Dark and Darker has begun utilizing AI-powered tools in the content creation process. All elements that make up the essence of the game are still done by the people who make this game. | IRONMACE | 46.8k | May 23, 2026 | |
Wartune Reborn Store/marketing arttext | The game may use AI to produce game promotion content. | 7Road | 284 | May 23, 2026 | |
Pixelords In-game content audio | Some background music in this game was created with the assistance of AI music generation tools. | BBokGames | - | Mar 18, 2026 | |
Dice Ark In-game content artaudiocode | This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music.
All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game.
The game does not generate content or code with AI during gameplay and does not connect to external AI services. | Yoigoshi Studio | - | Mar 18, 2026 | |
Slotbound Store/marketing art | Some visual assets and promotional materials for Slotbound were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Optima Arch | - | Mar 18, 2026 | |
Hengor 2 Dev only text | This game uses generative artificial intelligence as a support tool during development. The technology is used to assist in creating and refining ideas, narrative texts, descriptions, and initial design concepts. All generated content undergoes curation, review, and manual adjustments by the development team to ensure quality, consistency, and alignment with the game's universe. No AI systems are used to interact directly with players in real-time or to collect personal data. | Aily Torezani | - | Mar 18, 2026 | |
Crypt of the Shadow King In-game content artaudiocode | This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer. | James Zampa | - | Mar 18, 2026 | |
Vespers Edge In-game content artcode | Some icons and spell effects were assisted by AI tools during SVG code design. | Twitchy Turtle | - | Mar 18, 2026 | |
Shards of Primora In-game content artaudio | Level backgrounds and logo were created using generative AI. Icons, character sprites, and music were purchased from an artist on Itch.io - if you or someone you know is able to create pixel art backgrounds that align with the game design - please reach out as I am happy to pay for their services. | Vryapt | - | Mar 18, 2026 | |
Iron Legacy In-game content artcode | The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight. | Static Fluid | - | Mar 18, 2026 | |
The Last Errant In-game content arttext | Generative AI have been used during development to:
assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals.
help with the writing or rephrasing of certain descriptive texts.
All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer.
No other artists' works were used as reference to generate anything.
Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data. | Porthox | - | Mar 18, 2026 | |
Uranium Wars: Apocalypse! In-game content audio | The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time. | Giga Raptor | - | Mar 18, 2026 | |
Gods of Angling Unclear art | Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement. | EarthBounder | 34 | Mar 18, 2026 | |
Bound Crystal Saga In-game content art | No pixel art in this game was generated using artificial intelligence. Some of the game’s artwork was created using artificial intelligence, but it was modified and/or processed before being added to the game. | Wendeoo | - | Mar 18, 2026 | |
Turnveil In-game content artaudio | AI was used to create the Steam page capsule art and some sound effects (including music) | CBT Games | - | Mar 18, 2026 | |
Tank General Unclear art | Image generation | RokDooM | - | Mar 18, 2026 | |
Battle Magi In-game content artaudio | AI was used to create some icons, sounds, and music. | MalecTeam | 19 | Mar 18, 2026 | |
Hyperplane In-game content artaudiocode | Generative AI was used for coding, some image asset and animation generation, and music. | Damian Tran | 29 | Mar 18, 2026 | |
Choiceline Brawl In-game content art | Artificial intelligence was used in the creation of in-game artworks. These assets were curated, reviewed, and integrated to ensure consistency with the game’s artistic direction and quality standards. | Choiceline Brawl | - | Mar 18, 2026 | |
Focus Knight: Productivity RPG Dev only | AI was used as a supporting tool during development. All assets were reviewed, refined, and finalized by the team. All final content reflects the team’s creative direction and manual work. | Trailwinds Studios | 28 | Mar 18, 2026 | |
Soulbound Odyssey In-game content art | Our team uses generative AI tools For Marketing/Promotional Images and some in game assets. | Could Care Less | - | Mar 18, 2026 | |
Oonga Boonga Dev only code | I used AI only for coding assistance and some questions about the Godot Game Engine. | Pet Pumpkin | - | Mar 18, 2026 | |
10-Man Idle In-game content codeart | AI was used to debug and create some code. It was also used to create the logo/icon. | JLGames | - | Mar 18, 2026 | |
Blockenstein In-game content codeart | AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made. | Vandazel | - | Mar 18, 2026 | |
Masackra Unclear art | AI was used to generate images. | Diam Kaz Production | - | Mar 18, 2026 | |
MARINE.EXE - Desktop RPG In-game content art | Some graphics created with AI assistance. | Exopoint Initiative | - | Mar 18, 2026 | |
Downfall MMORPG In-game content art | Ai has been used in the creation of some images used for marketing or in-game (such as loading screens). | Rainmade Games | 75 | Mar 18, 2026 | |
UNHUMAN In-game content arttext | This game uses generative AI tools during development: as a coding assistant to optimize workflow, for some visual assets, for writing and editing in-game text, and for localization. I know AI-assisted development isn't for everyone, and that's fair. | Kinda Lowkey Games | 134 | Mar 18, 2026 | |
Canyon Raid Store/marketing art | Static images and logos in store where generated with help of AI. | Asto Games | - | Mar 18, 2026 | |
Castle In-game content art | This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development. | ReignFall Games | - | Mar 18, 2026 | |
Cunning Crooks In-game content art | I used AIs for Items/Skill Icons | Mardus | - | Mar 18, 2026 | |
Valenium In-game content text | Artificial intelligence was used to localize the store page and in-game text. | Need3RD | - | Mar 18, 2026 | |
A Camera Duel! Unclear | Only a few of the materials are created by AI. | JamieEng542 | - | Mar 18, 2026 | |
Enarian Online In-game content artaudio | AI Was used to assist in coding, and the production of client and website graphics, music and SFX. | Enarian Online | 40 | Mar 18, 2026 | |
Five Dice In-game content artaudio | This game uses AI Generated background image, icons, bgm. | MeMe Games | - | Mar 18, 2026 | |
Grindstar In-game content art | Some graphical assets are generated with AI. | morelootgames | - | Mar 18, 2026 | |
Sudoku Dungeon In-game content artcode | All in-game art was created by real human artists.
The AI tool Cursor (a programming IDE) was used to help with developing the code for the game itself.
The initial background of the icon used for the game was generated using AI tools. | Sincere Pixels | - | Mar 18, 2026 | |
DunDie In-game content audio | Placeholder music made with Suno AI. | Moonsaurus Games | - | Mar 18, 2026 | |
Death Imminent In-game content art | Some of the environment textures were generated using AI | Paal Games | - | Mar 18, 2026 | |
Ashes of Xun In-game content | Includes assets created with the support of AI-assisted tools. | Microscopic Games | - | Mar 18, 2026 | |
Night Invasion Store/marketing art | Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers. | Night Invasion Division | - | Mar 18, 2026 | |
Parabless In-game content artaudiocode | AI has been used to fill in art, music and code due to lack of sufficient resources available. This is not satisfactory in the long run.
The ambition is to eventually replace all AI content with proper man-made assets assuming the revenue increases. I apologize for the slop, but we will have to bear it for now. | Virtual Dawn | - | Mar 18, 2026 | |
Tippy's Quest In-game content art | Some visual assets, such as icons and UI borders, were created using generative AI tools. | Tippy | - | Mar 18, 2026 | |
The Umbral Seal In-game content art | This game uses AI-generated assets (background images and character tokens).
Early Access revenue will go towards commissioning non-AI art. | Dominictus Games | - | Mar 18, 2026 | |
DungeonSweeper In-game content art | AI was used to generate pre-rendered content. | Smoketree Studios | 20 | Mar 18, 2026 | |
SLUTMaster: Pink Peach Edition In-game content arttextaudio | AI was used to render some background images and with text proofreading. Also, some songs used in the game are AI generated. | Tough Love Games | - | Mar 18, 2026 | |
Possess Squad Dev only artcode | Some artwork asset.
Game code assistant. | Hi-Develop | - | Mar 18, 2026 | |
Sands Of Avalon Forge Your Legend Live AI textaudio | Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game. | Mummy Labs Studio | - | Mar 18, 2026 | |
MASS : 3D Create & Play Live AI arttext | Experience the power of AI: create clothing, 3D models, and custom scenes with ease, interact with your personal AI companion through natural conversations, and build your own AI avatar to explore the world together. | Shanghai Xuanji Network Technology Co., Ltd. | 11 | Mar 18, 2026 | |
Shadows Across The Sun In-game content arttext | Some writing tools and image-generation processes were used alongside our own artwork. We begin with concepts and exploratory art created in-house, and these tools help us produce consistent final assets when needed. | KnowledgeIsPorridge | - | Mar 18, 2026 |