The game itself does not contain AI generated content at all. But the Steam main image and the Menu background image was created with AI support.
- Creator
- Stefan Böttcher
- Reviews
- -
- Added
- Mar 18, 2026
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The game itself does not contain AI generated content at all. But the Steam main image and the Menu background image was created with AI support.
Three images - out of almost 600 images, videos and other files files included in the game - were prepared using generative AI. The Case of Andrew D. is an Alternate Reality game and player is expected to look for information and clues on the web and in social media. While most pictures used are arranged photos taken in a real life and in real places, to avoid confusion we didn't want to use photos of real people. To make sure people referred to in the game (apart from some cameos) don't exist and can't be located nor stalked, three portrait photos used in the game were produced with AI models.
DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers
AI images were generated for use on the store page and as loading screens within the game.
Used to create music and some artwork for the game
Unlockable background images were AI-generated. We created tens of thousands of images, curated the best, and manually refined them with hours of inpainting and editing. AI coding tools assisted development. All gameplay mechanics, 22 language dictionaries, design, and concept are entirely hand-crafted.
Our game utilizes AI to assist in creating in-game photographs.
The characters where created using IA
Only the tutorial narration is AI voice generated.
Some Assets Were Modified with the Help of AI.
AI-generated character illustrations.
AI is not used in game. However it was used for the capsule images.
Photos were edited with Adobe Photoshop AI Tools
Part of the images for the difficult mode were created using AI
AI assisted with early art concepting. Every piece of final in-game art is handmade by the developers.
Only voiceacting
Midnight Margo features photo collage style graphics, made up of photographs, digital painting and AI-generated textures.
The game's opening scene includes some AI-generated elements that were manually edited afterward.
AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted. Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing. The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions.
This game uses AI images for cutscenes and monsters
For music, sound effects and voice (acting) we are using this site elevenlabs. For textures (sprites) we are using ChatGPT
illustration by ChatGPT
If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game.
AI used for: cover art elements.
Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human.
A few background images in the start sequence were generated by AI.
Some promotional artwork is partially generated using A.I.
We use some AI art for gameplay picture materials and backgrounds
Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing.
Texture Upscaling.
Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs.
At the end of the game, each of the 20+ endings has an unique AI generated image.
The voices are generated using ElevenLabs and many of images are painted over and modified AI generations.
The soundtrack was created by the developer with the help of artificial intelligence.
Some of the images used on decoration paintings in some of the levels are AI generated images
The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry.
Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc.
The background of the games Steam Shop main capsule image is AI generated. The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings.
Used for dialogues and H.E.V voice
Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets.
There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice.
Used for creating the game banner
Some of the store page banners include AI-generated images. Intro and game-over videos include AI-generated elements.
AI is only used to augment and adjust real voice acting.
AI was used to generate some in-game images.
Some elements of the game’s artwork and text have been created with the help of generative AI.
Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results. This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :)
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some content was generated using MidJourney.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The First Mine Store/marketing art | The game itself does not contain AI generated content at all. But the Steam main image and the Menu background image was created with AI support. | Stefan Böttcher | - | Mar 18, 2026 | |
The Case of Andrew D. In-game content art | Three images - out of almost 600 images, videos and other files files included in the game - were prepared using generative AI.
The Case of Andrew D. is an Alternate Reality game and player is expected to look for information and clues on the web and in social media. While most pictures used are arranged photos taken in a real life and in real places, to avoid confusion we didn't want to use photos of real people. To make sure people referred to in the game (apart from some cameos) don't exist and can't be located nor stalked, three portrait photos used in the game were produced with AI models. | Marcin Borkowski | 24 | Mar 18, 2026 | |
Daemonium In-game content audio | DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers | Steel Feather Studio | - | Mar 18, 2026 | |
Acorn Hunt In-game content art | AI images were generated for use on the store page and as loading screens within the game. | Immersive Works | - | Mar 18, 2026 | |
The Bean Trials In-game content audioart | Used to create music and some artwork for the game | TheRealGameDev | 38 | Mar 18, 2026 | |
pWordle In-game content artcode | Unlockable background images were AI-generated. We created tens of thousands of images, curated the best, and manually refined them with hours of inpainting and editing. AI coding tools assisted development. All gameplay mechanics, 22 language dictionaries, design, and concept are entirely hand-crafted. | HawkX Games | - | Mar 18, 2026 | |
Moving Through Life In-game content art | Our game utilizes AI to assist in creating in-game photographs. | Challenging Games | 70 | Mar 18, 2026 | |
Nixxsz Castle In-game content art | The characters where created using IA | Nixxsz | - | Mar 18, 2026 | |
Castle of Blackwater In-game content audio | Only the tutorial narration is AI voice generated. | Castle of Blackwater | 178 | Mar 18, 2026 | |
BoxLoop 2 In-game content artaudiocodetext | Some Assets Were Modified with the Help of AI. | Abdullah Al Bajjali | - | Mar 18, 2026 | |
Super Death Game SHOW!VR In-game content art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
Baby Snow Store/marketing art | AI is not used in game. However it was used for the capsule images. | D.G. Mason | - | Mar 18, 2026 | |
Markus Ritter - Ghosts Of The Past Store/marketing art | Photos were edited with Adobe Photoshop AI Tools | Flimmersoft | 33 | Mar 18, 2026 | |
Pair Of Stamps In-game content art | Part of the images for the difficult mode were created using AI | Five Percents | 70 | Mar 18, 2026 | |
Asbury Pines In-game content art | AI assisted with early art concepting. Every piece of final in-game art is handmade by the developers. | Chaystar Unlimited LLC | 489 | Mar 18, 2026 | |
Castle of secrets: Prologue In-game content audio | Only voiceacting | SQ Game Studios | 350 | Mar 18, 2026 | |
Midnight Margo In-game content art | Midnight Margo features photo collage style graphics, made up of photographs, digital painting and AI-generated textures. | Faravid Interactive | 16 | Mar 18, 2026 | |
ABI-DOS In-game content art | The game's opening scene includes some AI-generated elements that were manually edited afterward. | ABI.DOS.SOFTWARE | 401 | Mar 18, 2026 | |
FlipScapes In-game content artcode | AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions. | OmniScapes Interactive | - | Mar 18, 2026 | |
Words of Yendor In-game content art | The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing.
The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions. | SandorHQ | 30 | Mar 18, 2026 | |
When You See It In-game content art | This game uses AI images for cutscenes and monsters | Shadowcraft Games | - | Mar 18, 2026 | |
Purrrifiers: Cleaning Chaos In-game content audioart | For music, sound effects and voice (acting) we are using this site elevenlabs.
For textures (sprites) we are using ChatGPT | Rubens Games | 83 | Mar 18, 2026 | |
Panama Canal Clash Unclear art | illustration by ChatGPT | Azimuth team | - | Mar 18, 2026 | |
Elementary Trolleyology Live AI text | If your ingame choices are inconsistent or raise moral questions, you’ll have to justify them in writing. An AI will read your defense and decide whether it counts as a solution. Convince it — because its verdict carries real consequences in the game. | Twin Earth | - | Mar 18, 2026 | |
Tanks Boom Boom Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 21 | Mar 18, 2026 | |
A SIMPLE REQUEST Store/marketing art | Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human. | Michael Derek | 14 | Mar 18, 2026 | |
Curvature In-game content art | A few background images in the start sequence were generated by AI. | Pawel Lossew | - | Mar 18, 2026 | |
SCP: Directive Nine Store/marketing art | Some promotional artwork is partially generated using A.I. | Patchwork Games | - | Mar 18, 2026 | |
Bunny Alice in Wonderland In-game content art | We use some AI art for gameplay picture materials and backgrounds | Golden Goose | 10 | Mar 18, 2026 | |
Code Alkonost In-game content audio | Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing. | Alkonost Team | 13 | Mar 18, 2026 | |
INCLOSED Unclear art | Texture Upscaling. | Amir Dayyef | - | Mar 18, 2026 | |
Bolt Bot Screwy Viruses In-game content art | Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs. | Dream Safe | 16 | Mar 18, 2026 | |
The Backroom - Lost and Found In-game content art | At the end of the game, each of the 20+ endings has an unique AI generated image. | Lollin' Pony | 438 | Mar 18, 2026 | |
Aether Collector In-game content audioart | The voices are generated using ElevenLabs and many of images are painted over and modified AI generations. | Magory.net | - | Mar 18, 2026 | |
Radium Lux In-game content audio | The soundtrack was created by the developer with the help of artificial intelligence. | Lukas Jaeckel | - | Mar 18, 2026 | |
Inside the Backrooms In-game content art | Some of the images used on decoration paintings in some of the levels are AI generated images | MrFatcat | 10.2k | Mar 18, 2026 | |
Vice Undercover In-game content art | The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry. | Ancient Machine | - | Mar 18, 2026 | |
The Little Clandestine In-game content art | Some sprites have been generated using artificial intelligence; however, all of them have undergone a "human" finishing process, including retouching, animation generation, transparency adjustments, etc. | UglyCat Studios | - | Mar 18, 2026 | |
Cursed Dungeon Raider Live AI audio | The background of the games Steam Shop main capsule image is AI generated.
The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings. | Clever AI | - | Mar 18, 2026 | |
Project Three In-game content textaudio | Used for dialogues and H.E.V voice | The Only Way Out | 38 | Mar 18, 2026 | |
Escape Purgatory In-game content artaudio | Generative AI was used to create six placeholder images and one piece of music used in the game. These assets are temporary and are intended to be replaced with non-AL-created assets. | JamBit Games | 10 | Mar 18, 2026 | |
Last Chance Market In-game content audioart | There is one song which uses lyrics we wrote and AI generated music to back it. There are a small number of AI generated images based on our sketches. The one AI character uses an AI generated voice. | Dark Premonition Games | - | Mar 18, 2026 | |
NeuraGun Store/marketing art | Used for creating the game banner | Whale Rock Games | 206 | Mar 18, 2026 | |
Alchemists Store/marketing art | Some of the store page banners include AI-generated images.
Intro and game-over videos include AI-generated elements. | WASD Game Studio | - | Mar 18, 2026 | |
Castle of Secrets In-game content audio | AI is only used to augment and adjust real voice acting. | Serene Questworks Studios | 45 | Mar 18, 2026 | |
STORM: lost normality In-game content art | AI was used to generate some in-game images. | dain mysh | - | Mar 18, 2026 | |
Christmas Mansion In-game content arttext | Some elements of the game’s artwork and text have been created with the help of generative AI. | Notus Games Ltd | 45 | Mar 18, 2026 | |
orrb In-game content text | Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results.
This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :) | mjwt | - | Mar 18, 2026 | |
Lokko Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Appy Monkeys Software Pvt. Ltd. | - | Mar 18, 2026 | |
Beware The Bully Redux Unclear art | Some content was generated using MidJourney. | Sabr Path | - | Mar 18, 2026 |