There are a few posters in one of the arenas of old Soviet style art. These posters are on a few of the walls.
- Creator
- Massive Head Games
- Reviews
- -
- Added
- Mar 18, 2026
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There are a few posters in one of the arenas of old Soviet style art. These posters are on a few of the walls.
AI tools were used to help generate some visual assets and store page materials (images and text). The developer curated, modified, and finalized all content to ensure it fits the game’s style and design.
Generative AI used to complete the edition of some sprites/animations.
Skill images were generated using AI
AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface.
Our advanced AI enables lifelike conversations, merchant negotiations, and AI-generated quests tailored to your playstyle. Soon, AI Player Companions will join you on your quests, assist with tasks, and even help while you’re AFK. These AI Companions will grow alongside you, feeling more like friends than game characters, making every adventure deeply personal and immersive.
Generative AI used for store page description.
Artificial Intelligence used to create the game's cover image.
Some stores assets(images) are made with AI.
Store description and promotional graphics generated using AI tools.
Weapon, armor and spell icon images has been created by using AI. The game has been translated using AI in some cases (Not English, Korean, Swedish or Brazilian Portuguese).
Some scenes, UI elements, character modeling and props are made based on AI painting
SI została użyta w celu wygenerowania grafik promocyjnych na stronie sklepu, a także do zrealizowania nielicznych tekstur w grze.
Some images are created by AI.
The Store Header is AI Generated
Beneath The Six features an AI narrator who serves as a dungeon master to guide you and comment on your experiences in the daily generated content. We commissioned actor Tom Canton (The Witcher TV series) to record a library of dialogue. This was then used by ElevenLabs to train the AI voice. Both Magicave and ElevenLabs have a commitment to ensuring the rights of voice actors are protected. Magicave has assigned ownership of the AI voice to Tom Canton, licensing it from him for use in the game, while allowing him the freedom to use his AI voice in other media – whether games, voiceovers, animations, audiobooks or movies (https://www.gamewatcher.com/news/beneath-the-six-turn-based-roguelike). Each day we generate new daily content for the dungeon and arena. As part of this we pass the generation data to an LLM to create dialogue for the AI narrator so they can comment on the content included for that day. Some of the daily generated content for the arena and dungeon modes use an LLM to create names for two other purposes. One is for creating the name of any Champion enemies which appear in the dungeon. The other is for creating a name for the daily arena run.
Trailer may contain generated elements.
Some menu, audio and UI elements contain AI generated content.
Only the player characters portraits and spell/ability icons were created with generative AI.
2D art only
Only some 2D design
Currently uses an AI narrator for accessibility for event related text while in early access in hopes to get a full voice actor on release.
The current active demo includes a small amount of generated AI art as temporary placeholders during development. These assets are being removed or replaced with hand crafted art and will not be present in the final version of the game.
Using IA for some imagens only, not all things, using bing IA
In development process some images were generated by AI. Also localizations of all text's were generated by AI - all languages except english and polish
Pixel Pixie contains ZERO AI GENERATED illustrations or music. Promotional materials have also been cleansed of any placeholder AI content. The solo dev is committed to supporting artists as well as continuing to improve his own artistic abilities.
Some textures and dialogues created by high-quality artificial intelligence.
Some dialogue art are created and assisted by artists using AI.
Some placeholder textures were partially AI generated
I made the black forest the background by AI
We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens. Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary.
Musics have been generated by Suno AI
AI generated voices and images
AI was used to create a title screen for our game along with some marketing.
AI was used to generate logos and banners for your library display and store display.
Marketing content - logos, posters, banners are generated using DALL-E. Some of 2d images ui, figures and 3d models are generated using AI. Also few sounds are generated.
Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI
AI-generated art was used in the creation process for some of the backgrounds, icons, sprites, and characters.
I use AI to generate inventory menu icons for my demo
Our game incorporates AI-assisted visual resources within the User Interface, such as icons and decorations. These assets are either enhanced with AI tools or use AI-generated visuals as a starting point for further development. However, no in-game resources are purely AI-generated; all visuals went through our 2D Artist to ensure originality and quality
AI-generated content: - background image of the first screen
Some of the area images are made using Midjourney.
We use AI to pre-generate some in-game banners and icons. Some of this generated content is used as reference and then modified by our in-house art team.
When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created. -AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists. -To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation. -As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry. Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience.
Some voice acting is generated using AI models trained on professional voice actors who have given their consent and are being compensated for their work.
AI is used to generate text for some specific NPCs with non-interactive dialogue.
AI was used to assist with voice modification for certain characters. AI was used to help with soundtrack enhancement and editing. AI was used to create or refine some visual symbols and sigil designs.
Game uses pre-rendered AI generated images for 2D Art.
Some images in the game are generated by AI.
In the game are included images for cinematics, generated with a commercial image generation engine.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Red Crucible Assault art | There are a few posters in one of the arenas of old Soviet style art. These posters are on a few of the walls. | Massive Head Games | - | Mar 18, 2026 | |
Medieval Hero's Store/marketing arttext | AI tools were used to help generate some visual assets and store page materials (images and text). The developer curated, modified, and finalized all content to ensure it fits the game’s style and design. | Trottomatic | - | Mar 18, 2026 | |
Shiba Heroes In-game content art | Generative AI used to complete the edition of some sprites/animations. | Ricegate Games | - | Mar 18, 2026 | |
Gatestodian In-game content art | Skill images were generated using AI | Heel Bite | - | Mar 18, 2026 | |
Home Wars: Battlefield In-game content art | AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface. | Insane Dreamers | - | Mar 18, 2026 | |
Epitome Live AI text | Our advanced AI enables lifelike conversations, merchant negotiations, and AI-generated quests tailored to your playstyle. Soon, AI Player Companions will join you on your quests, assist with tasks, and even help while you’re AFK. These AI Companions will grow alongside you, feeling more like friends than game characters, making every adventure deeply personal and immersive. | Epitome P.S.A. | - | Mar 18, 2026 | |
Pixelite Online Store/marketing text | Generative AI used for store page description. | Freezex121 | 34 | Mar 18, 2026 | |
Call of Heroes: Tower Defense Store/marketing art | Artificial Intelligence used to create the game's cover image. | Bakart Games - Rômulo | - | Mar 18, 2026 | |
Go Babies Store/marketing art | Some stores assets(images) are made with AI. | ZERO5GAMES | 103 | Mar 18, 2026 | |
Rotate or Die Store/marketing arttext | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | 100 | Mar 18, 2026 | |
Petrified Pawns In-game content arttext | Weapon, armor and spell icon images has been created by using AI. The game has been translated using AI in some cases (Not English, Korean, Swedish or Brazilian Portuguese). | Bepansrad Studio | 13 | Mar 18, 2026 | |
职业足球生涯 In-game content art | Some scenes, UI elements, character modeling and props are made based on AI painting | 小伍 | - | Mar 18, 2026 | |
PingWin In-game content art | SI została użyta w celu wygenerowania grafik promocyjnych na stronie sklepu, a także do zrealizowania nielicznych tekstur w grze. | GameBit Hubert Klich | - | Mar 18, 2026 | |
Arch Legends Unclear art | Some images are created by AI. | WKM Studios | - | Mar 18, 2026 | |
Wildlife Warfare Store/marketing art | The Store Header is AI Generated | Jerome Craig | - | Mar 18, 2026 | |
Beneath The Six Live AI textaudio | Beneath The Six features an AI narrator who serves as a dungeon master to guide you and comment on your experiences in the daily generated content.
We commissioned actor Tom Canton (The Witcher TV series) to record a library of dialogue. This was then used by ElevenLabs to train the AI voice. Both Magicave and ElevenLabs have a commitment to ensuring the rights of voice actors are protected. Magicave has assigned ownership of the AI voice to Tom Canton, licensing it from him for use in the game, while allowing him the freedom to use his AI voice in other media – whether games, voiceovers, animations, audiobooks or movies (https://www.gamewatcher.com/news/beneath-the-six-turn-based-roguelike).
Each day we generate new daily content for the dungeon and arena. As part of this we pass the generation data to an LLM to create dialogue for the AI narrator so they can comment on the content included for that day.
Some of the daily generated content for the arena and dungeon modes use an LLM to create names for two other purposes. One is for creating the name of any Champion enemies which appear in the dungeon. The other is for creating a name for the daily arena run. | Magicave | 25 | Mar 18, 2026 | |
Patchworld Store/marketing art | Trailer may contain generated elements. | Metelitsa | - | Mar 18, 2026 | |
Gravepact In-game content artaudiotext | Some menu, audio and UI elements contain AI generated content. | Justinian | - | Mar 18, 2026 | |
Titans of the Past In-game content art | Only the player characters portraits and spell/ability icons were created with generative AI. | Devil's Dozen Games | 100 | Mar 18, 2026 | |
Jurassic Knights: Tactics Unclear art | 2D art only | Proelium Games ltd | - | Mar 18, 2026 | |
Valhéron Unclear art | Only some 2D design | AtomicPunch Studio | - | Mar 18, 2026 | |
The Adventurers Live AI text | Currently uses an AI narrator for accessibility for event related text while in early access in hopes to get a full voice actor on release. | Eternal Vigilance Entertainment | 101 | Mar 18, 2026 | |
Board Game Society Dev only art | The current active demo includes a small amount of generated AI art as temporary placeholders during development. These assets are being removed or replaced with hand crafted art and will not be present in the final version of the game. | Jetebra Games | - | Mar 18, 2026 | |
Tales of Fearless online Store/marketing art | Using IA for some imagens only, not all things, using bing IA | Naziozeno Braz | 77 | Mar 18, 2026 | |
King's Subsidy In-game content arttext | In development process some images were generated by AI. Also localizations of all text's were generated by AI - all languages except english and polish | Marcin Henzel | 13 | Mar 18, 2026 | |
Pixel Pixie In-game content artaudio | Pixel Pixie contains ZERO AI GENERATED illustrations or music.
Promotional materials have also been cleansed of any placeholder AI content. The solo dev is committed to supporting artists as well as continuing to improve his own artistic abilities. | PlayGG.Doctor | 27 | Mar 18, 2026 | |
Farmageddon: Undead In-game content arttext | Some textures and dialogues created by high-quality artificial intelligence. | Sagittarius Fox | - | Mar 18, 2026 | |
Orendale In-game content arttext | Some dialogue art are created and assisted by artists using AI. | Wendel Studios | - | Mar 18, 2026 | |
Mini Dungeon In-game content art | Some placeholder textures were partially AI generated | Metuzals Games | - | Mar 18, 2026 | |
Samurai Elemental Unclear art | I made the black forest the background by AI | Gabriel Chaves Alencar | - | Mar 18, 2026 | |
SOF: Enemy from the future In-game content art | We apply artificial intelligence to enhance original materials in 2D content, such as character avatars and loading screens.
Initially, we capture a screenshot of the staging scene within the game. Subsequently, this screenshot undergoes processing using artificial intelligence while preserving all key proportions and details of the original material. Following this, our artists conduct final processing if necessary. | QuadCom Interactive | 244 | Mar 18, 2026 | |
Colorless Odyssey In-game content audio | Musics have been generated by Suno AI | Tryliom | - | Mar 18, 2026 | |
Defense of the Earth Unclear artaudio | AI generated voices and images | not me RPG Games | - | Mar 18, 2026 | |
Heroes of Latera Store/marketing art | AI was used to create a title screen for our game along with some marketing. | Sundered Gaming | - | Mar 18, 2026 | |
Path to the Creator Store/marketing art | AI was used to generate logos and banners for your library display and store display. | Zentyre | - | Mar 18, 2026 | |
Fur and Void In-game content artaudio | Marketing content - logos, posters, banners are generated using DALL-E. Some of 2d images ui, figures and 3d models are generated using AI. Also few sounds are generated. | DFS | - | Mar 18, 2026 | |
Velev Dev only art | Our design team used generative AI to create preliminary concept images to effectively communicate ideas with our art team. However, all of the final game artwork was crafted by our human artists without the use of AI | Chaf | 86 | Mar 18, 2026 | |
Warlondor In-game content art | AI-generated art was used in the creation process for some of the backgrounds, icons, sprites, and characters. | TT23 Entertainment | - | Mar 18, 2026 | |
Oracle of Meles In-game content art | I use AI to generate inventory menu icons for my demo | LuxCor Studios | - | Mar 18, 2026 | |
Clash of Adventurers In-game content art | Our game incorporates AI-assisted visual resources within the User Interface, such as icons and decorations. These assets are either enhanced with AI tools or use AI-generated visuals as a starting point for further development. However, no in-game resources are purely AI-generated; all visuals went through our 2D Artist to ensure originality and quality | Devsland Soft | - | Mar 18, 2026 | |
Power Quest Survivors Store/marketing art | AI-generated content:
- background image of the first screen | tcsoft | - | Mar 18, 2026 | |
Idlescape Store/marketing art | Some of the area images are made using Midjourney. | Idlescape Oy | - | Mar 18, 2026 | |
TRIBES 3: Rivals In-game content art | We use AI to pre-generate some in-game banners and icons. Some of this generated content is used as reference and then modified by our in-house art team. | Prophecy Games | 1.3k | Mar 18, 2026 | |
Born In Reverie In-game content artaudiotextcode | When Born In Reverie is released in full, around 5% of the code base will be AI generated snippets. All illustrations, UI elements, soundtracks, dialogue, sprite designs, etc. will be human-created.
-AI image generation was used for ideation on a small number of designs. What this actually means in practice is that AI images were created, modified, and then sent to real artists to serve as reference material in their work. The final illustrations and designs, were created by artists.
-To improve productivity, the development of Born in Reverie utilized AI tools for coding/programming support, and AI scaling algorithms to up/down sample a small number of human-created assets. Born in Reverie DOES NOT live produce anything in-game via AI generation.
-As an indie developer, I am unable to supervise the work of all the freelancers I work with and cannot guarantee their work is entirely AI free. If anyone I work with is found to produce content with significant AI usage, I will be removing their content and credits from the game and replacing their content with proper human artistry.
Above all else, Born in Reverie values human artistry and seeks to create something genuine and authentic for players to experience. | Axial Escape | - | Mar 18, 2026 | |
Afallon In-game content audio | Some voice acting is generated using AI models trained on professional voice actors who have given their consent and are being compensated for their work. | Stargazing interactive | 186 | Mar 18, 2026 | |
Trolddom In-game content text | AI is used to generate text for some specific NPCs with non-interactive dialogue. | Plant Based Games | 198 | Mar 18, 2026 | |
Apex Path: BOLT In-game content audioart | AI was used to assist with voice modification for certain characters.
AI was used to help with soundtrack enhancement and editing.
AI was used to create or refine some visual symbols and sigil designs. | Sanswolf | - | Mar 18, 2026 | |
Valiant Tactics In-game content art | Game uses pre-rendered AI generated images for 2D Art. | Felid Entertainment | 28 | Mar 18, 2026 | |
Sky The Scraper In-game content art | Some images in the game are generated by AI. | Ryo Kobuchi | 44 | Mar 18, 2026 | |
Kay's Destiny In-game content art | In the game are included images for cinematics, generated with a commercial image generation engine. | KayThePianist | - | Mar 18, 2026 |