Our unreleased demo contains placeholders of text-to-speech generated audio. We intend to replace these with professional voice actors for the final release.
- Creator
- Luna Duck Studios
- Reviews
- -
- Added
- Mar 18, 2026
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Our unreleased demo contains placeholders of text-to-speech generated audio. We intend to replace these with professional voice actors for the final release.
AI-generated art object
AI-generated art object
AI tools were used in the development of MIRROR MIRROR for whispering women voice.
AI is used to translate in-game text and the store page description
Game's source code contains AI generated code.
AI generates a few images and icons, reviewed manually.
AI has been used to generate in game art.
I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials.
Some graphic content on the store page was generated with Artificial Intelligence. In the game, some graphic images, the paintings hanging around the house, and the voice acting are created with Artificial Intelligence.
AI was used to assist with text creation and translation / localization.
Lumoryn: Whispering Worlds uses Generative AI only to assist in the creation of Steam achievements and their icon artwork displayed on the Steam store. All gameplay systems, world design, characters, quests, dialogue, mechanics, and in-game content are entirely designed and created by human developers. Generative AI is not used for gameplay logic, narrative design, player interactions, or dynamic in-game content.
Some of the environmental art in the game was created using artificial intelligence (AI) tools and was subsequently manually processed to align with the overall artistic style.
AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator.
AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers.
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
AI-generated art object
Some character voices in this game were created using AI-assisted tools. All AI generated audio has been reviewed and approved by the development team to ensure quality and consistency.
Due to cost constraints, some of the in-game art resources (some item icons) in this project are generated using AI, while the video part is entirely shot on real machines with a small amount of post-production special effects. The content generated by AI accounts for less than 1% of the total material.
AI-generated artifacts
Coding: Claude's Sonnet & Opus Textures/UI/achievements: Photoshop Animation: anything.world Mow Mow soundtrack: Suno with lyrics by sorryaboutyourcats Video on Steam store: Veo generated, edited in Premiere Pro This information is also listed in the credits section of Mow Meow and will be updated if anything changes.
This game and its marketing materials include AI-assisted assets refined to fit the creative vision.
Generative AI was used to create the marketing materials, ship wreckage meshes, and voice acting for this game.
During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools.
Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages
The game uses Artificial Intelligence to generate non-realistic images and characters. AI is used to generate the background of some locations. AI was used to generate marketing materials.
The following content used in this game has been pre-rendered using generative AI: 3D Characters (Rodin, Meshy) BGM (Suno.AI) Title Image (DALL-E) Steam Community Assets (Cropped version of the title image) ※ All assets were generated using paid plans with consideration for copyright.
The promotional image of this game store interface is generated by AI
Store page art
As a two‑person indie studio, we use AI tools to assist with specific parts of development including voice work, certain video cut‑scenes, and in‑game portraits. All core game content : characters, world design, and animation , is handcrafted by us and our collaborating artists. With very limited resources, AI allows us to stay efficient and make the most of the countless hours we dedicate to this project.
Some functions of the game‘s source code were implemented using AI tools, such as Cursor AI, to generate code. Multiple languages' localizations also used AI for translation.
AI has been used to help develop the game's cover art.
During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions.
This game utilizes AI for certain translation tasks and programming.
Some assets were originally generated using AI.
Some of the capsule images and banners on this Steam page were generated using AI and may not fully represent the actual in-game visuals.
Generated images for some paintings and photographs using AI.
Some images are AI generated Some music is AI generated
Some of the store images for this game, such as background graphics and environmental artwork, have been partially created using AI-generated content. All final assets have been reviewed and edited by the developer to ensure they match the intended artistic direction of the game. The in-game content itself does not use AI-generated elements.
During the development of Through the Edges, generative AI tools were used to create certain graphical elements and musical compositions. However, all AI-generated content has been carefully edited, refined, and adjusted manually to match the game's artistic style and atmosphere. AI does not influence gameplay in real time and does not generate content during the playthrough. All storylines, characters, and dialogues were written manually to ensure a unique and well-crafted narrative experience.
Using Artificial Intelligence to create images.
Usage of AI Generated Music, Sound Effects and Art. All Pre-Rendered / Recorded
AI was used for some art and dialog to supplement the extensive assets created by designers and actors.
- Translation - Character texture creation - Texture pattern generation for some models - Certain background music
The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality.
Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork.
Use AI to assist in creation in code and some art materials.
We have used AI to generate some logos, in game HUD's, some artwork and cutscenes.
App uses pre-rendered content generated with AI.
Some pictures, some BGM, monster model, and translated texts were created by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Breaking News In-game content audio | Our unreleased demo contains placeholders of text-to-speech generated audio. We intend to replace these with professional voice actors for the final release. | Luna Duck Studios | - | Mar 18, 2026 | |
Lawn Havoc Store/marketing art | AI-generated art object | Lumisync Studios | - | Mar 18, 2026 | |
BlastForge Store/marketing art | AI-generated art object | QUANTUM ARCADE | - | Mar 18, 2026 | |
MIRROR MIRROR In-game content audio | AI tools were used in the development of MIRROR MIRROR for whispering women voice. | ZeroZeroThirteen | 55 | Mar 18, 2026 | |
Balloon hater In-game content text | AI is used to translate in-game text and the store page description | Nikorych | 12 | Mar 18, 2026 | |
Shadows of Tuonela Dev only code | Game's source code contains AI generated code. | Bad Ass Games | - | Mar 18, 2026 | |
Galactic Simulator2: Stargate In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | 41 | Mar 18, 2026 | |
Spank The Idle Monkey In-game content art | AI has been used to generate in game art. | Hammer Falcon LLC. | - | Mar 18, 2026 | |
YUKOMON Store/marketing art | I used AI-generated images as inspiration in the creation of visuals. These images served as a starting point, and I then manually refined and adjusted them to create the final banners and promotional materials. | Hoffnung Haydn | - | Mar 18, 2026 | |
Scary Shadow Spot - All In In-game content artaudio | Some graphic content on the store page was generated with Artificial Intelligence. In the game, some graphic images, the paintings hanging around the house, and the voice acting are created with Artificial Intelligence. | Daniele Doesn't Matter | 12 | Mar 18, 2026 | |
Bayaya In-game content text | AI was used to assist with text creation and translation / localization. | Orbis Fabula | - | Mar 18, 2026 | |
Lumoryn: Whispering Worlds In-game content art | Lumoryn: Whispering Worlds uses Generative AI only to assist in the creation of Steam achievements and their icon artwork displayed on the Steam store.
All gameplay systems, world design, characters, quests, dialogue, mechanics, and in-game content are entirely designed and created by human developers. Generative AI is not used for gameplay logic, narrative design, player interactions, or dynamic in-game content. | Your Future Heroes LLC | - | Mar 18, 2026 | |
Descent Into Darkness In-game content art | Some of the environmental art in the game was created using artificial intelligence (AI) tools and was subsequently manually processed to align with the overall artistic style. | BOBAH | - | Mar 18, 2026 | |
The Path of Blades Store/marketing art | AI was used to Generate Backgrounds for the steam Game page. Edits were made to these backgrounds and altered heavily by the creator. | Kobe Justice | 11 | Mar 18, 2026 | |
Journey Through the Undead In-game content audioart | AI was used in a very limited capacity, only for generating some voice lines, a small number of texture variations, and a few Steam store page images. All gameplay, code, environments, characters, animations, and overall game design were handcrafted manually by the developers. | Dazzling Divine | - | Mar 18, 2026 | |
WonderLang Korean Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | - | Mar 18, 2026 | |
LoveSim In-game content art | AI-generated art object | BRASS PHOENIX GAMES | - | Mar 18, 2026 | |
Superhero Simulator In-game content audio | Some character voices in this game were created using AI-assisted tools. All AI generated audio has been reviewed and approved by the development team to ensure quality and consistency. | mightyraccoon! Studios | 811 | Mar 18, 2026 | |
Island Survival In-game content art | Due to cost constraints, some of the in-game art resources (some item icons) in this project are generated using AI, while the video part is entirely shot on real machines with a small amount of post-production special effects. The content generated by AI accounts for less than 1% of the total material. | 翱游科技AlbatrooGame | 1.2k | Mar 18, 2026 | |
Drug Trader Simulator - Urban Dealer Unclear | AI-generated artifacts | Vasiok GGG | - | Mar 18, 2026 | |
Mow Meow In-game content artaudiotext | Coding: Claude's Sonnet & Opus
Textures/UI/achievements: Photoshop
Animation: anything.world
Mow Mow soundtrack: Suno with lyrics by sorryaboutyourcats
Video on Steam store: Veo generated, edited in Premiere Pro
This information is also listed in the credits section of Mow Meow and will be updated if anything changes. | sorryaboutyourcats | 15 | Mar 18, 2026 | |
The Gallery In-game content art | This game and its marketing materials include AI-assisted assets refined to fit the creative vision. | NanningsGames | 48 | Mar 18, 2026 | |
UNPOC In-game content artaudio | Generative AI was used to create the marketing materials, ship wreckage meshes, and voice acting for this game. | Danny Ziemer | 66 | Mar 18, 2026 | |
Secret Seeker In-game content arttextaudio | During the creation of Secret Seeker, we utilized artificial intelligence (AI) to support our development process. AI assisted us in generating the game's cover art and marketing materials, as well as creating selected in-game texts. Additionally, the voice of the narrator featured in both the game and the trailer was produced using AI-based tools. | Radikate | - | Mar 18, 2026 | |
费鲁姆奥多系列:三月传说 In-game content art | Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages | 不倒龙工作室 | - | Mar 18, 2026 | |
Dreamland In-game content art | The game uses Artificial Intelligence to generate non-realistic images and characters. AI is used to generate the background of some locations. AI was used to generate marketing materials. | KALPAKHCHEV | - | Mar 18, 2026 | |
Find Clowns In-game content artaudio | The following content used in this game has been pre-rendered using generative AI:
3D Characters (Rodin, Meshy)
BGM (Suno.AI)
Title Image (DALL-E)
Steam Community Assets (Cropped version of the title image)
※ All assets were generated using paid plans with consideration for copyright. | gimu | - | Mar 18, 2026 | |
又是少年立志冒险打倒魔王传 Store/marketing art | The promotional image of this game store interface is generated by AI | nemaycojohn | - | Mar 18, 2026 | |
Mystic Origins Store/marketing art | Store page art | Matthew Lalande | - | Mar 18, 2026 | |
Nemorsys audio | As a two‑person indie studio, we use AI tools to assist with specific parts of development including voice work, certain video cut‑scenes, and in‑game portraits.
All core game content : characters, world design, and animation , is handcrafted by us and our collaborating artists.
With very limited resources, AI allows us to stay efficient and make the most of the countless hours we dedicate to this project. | Chaolys | - | Mar 18, 2026 | |
Slime Dreamscape In-game content codetext | Some functions of the game‘s source code were implemented using AI tools, such as Cursor AI, to generate code.
Multiple languages' localizations also used AI for translation. | Sleep Early Game | - | Mar 18, 2026 | |
Fishing Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Tenebyss Dev only | During development, the solo dev might use procedural tools or AI to speed up time-consuming tasks — but the final game is still fully shaped by the developer’s own creativity and decisions. | Max Emelyanov | - | Mar 18, 2026 | |
SEAPORT MAN In-game content codetext | This game utilizes AI for certain translation tasks and programming. | RAYBIS GAMES | 27 | Mar 18, 2026 | |
ヴィクトルズ・テスト・ナイト レーヴス Unclear | Some assets were originally generated using AI. | 727 Not Hound | 34 | Mar 18, 2026 | |
Epoch Makers In-game content art | Some of the capsule images and banners on this Steam page were generated using AI and may not fully represent the actual in-game visuals. | Anomalybyte Studio, Sunset Disco | - | Mar 18, 2026 | |
Paranormal Torment Store/marketing art | Generated images for some paintings and photographs using AI. | Beshbarmak games | 108 | Mar 18, 2026 | |
Forest Asylum In-game content artaudio | Some images are AI generated
Some music is AI generated | Michal Piotrowski | 46 | Mar 18, 2026 | |
Cursed Bloodline Store/marketing art | Some of the store images for this game, such as background graphics and environmental artwork, have been partially created using AI-generated content. All final assets have been reviewed and edited by the developer to ensure they match the intended artistic direction of the game. The in-game content itself does not use AI-generated elements. | Infinite Games Studio | - | Mar 18, 2026 | |
Through the Edges In-game content artaudio | During the development of Through the Edges, generative AI tools were used to create certain graphical elements and musical compositions. However, all AI-generated content has been carefully edited, refined, and adjusted manually to match the game's artistic style and atmosphere.
AI does not influence gameplay in real time and does not generate content during the playthrough. All storylines, characters, and dialogues were written manually to ensure a unique and well-crafted narrative experience. | Bizi Games | - | Mar 18, 2026 | |
Quest at the Crossroads Unclear art | Using Artificial Intelligence to create images. | Animus | - | Mar 18, 2026 | |
Project25 audioart | Usage of AI Generated Music, Sound Effects and Art.
All Pre-Rendered / Recorded | Wintergrasped | - | Mar 18, 2026 | |
The Longest Tale In-game content arttext | AI was used for some art and dialog to supplement the extensive assets created by designers and actors. | Dev Null Productions | - | Mar 18, 2026 | |
In Banjiha In-game content textartaudio | - Translation
- Character texture creation
- Texture pattern generation for some models
- Certain background music | PlatypusQuad | - | Mar 18, 2026 | |
WonderLang Japanese Dev only art | The vast majority of the artwork in the game was created by our team of artists, hired freelancers or purchased on market places. In some cases, AI was used to generate reference images to assist with the creative process, but all final assets were either fully redrawn or significantly refined by human artists to ensure quality and originality. | bair games | 14 | Mar 18, 2026 | |
Tinker-World: Arrival at Kedhreon In-game content art | Some graphical assets in the game were created or modified using artificial intelligence algorithms. This applies only to certain elements of the game visual artwork. | From The Cave | - | Mar 18, 2026 | |
十品芝麻官 In-game content artcode | Use AI to assist in creation in code and some art materials. | 孟骏远、梁骞、欧阳坤 | - | Mar 18, 2026 | |
Half Light In-game content art | We have used AI to generate some logos, in game HUD's, some artwork and cutscenes. | JimJams Games | - | Mar 18, 2026 | |
How to Count to 100 In-game content art | App uses pre-rendered content generated with AI. | Silver Scrolls | - | Mar 18, 2026 | |
Emberfly In-game content artaudiotext | Some pictures, some BGM, monster model, and translated texts were created by AI. | AsterSea | 37 | Mar 18, 2026 |