The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
- Creator
- ZhengKesheng
- Reviews
- -
- Added
- May 23, 2026
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The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat.
Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems.
Some content in this game, such as text, translations, or visual elements, was initially generated with the assistance of AI tools and later reviewed, edited, and integrated by the developer. All final content was curated to ensure it fits the game's narrative, style, and quality standards.
I used standard agentic tools for things like translation and making simple icons. Some images/effects were created with Stable Diffusion XL Base 1.0 (sd_xl_base_1.0.safetensors). The background music I iterated on with a local ACE-Step setup.
Currently, we only use AI tools to help with some beautification of our promotional materials.
This game uses pre-generated AI-assisted content for certain store page assets and promotional materials, such as capsule images and marketing visuals. No generative AI is used during gameplay. All gameplay mechanics, in-game visuals, progression systems, and player interactions are fully authored and do not rely on real-time AI generation. The game does not connect to any external AI services during runtime.
Visual Content: Generative AI was used to create the base visual concepts and illustrations for the puzzles. These images were then manually edited and refined to ensure they fit the historical context and game style. Programming: AI tools were used to assist in code optimization and the implementation of localization systems. Marketing: AI assisted in creating graphic assets for the Steam Store page (e.g., store banners). All AI-assisted content has been carefully reviewed and manually post-processed to ensure quality and compliance with copyright standards.
This game uses AI for multilingual translations (English and Simplified Chinese) and some of its assets.
Description of AI usage in development: We utilized AI tools to enhance development efficiency and creative output: Claude: Heavily used for complex 3D procedural mesh modeling and core game logic scripting to optimize the procedural world-building. ChatGPT & Gemini: Assisted in creating specific game assets and technical documentation. Adobe Firefly: Used to generate high-quality visual elements and creative assets specifically for the game’s promotional trailers. All AI-assisted outputs were refined, integrated, and finalized by the developer to ensure technical stability and creative originality.
Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process.
This game uses artificial intelligence to analyze the player's drawings and generate guesses about what the drawing represents. The AI provides descriptive feedback and attempts to identify the object based on the sketch created by the player.
AI was used to help generate images, translate content, and as a coding assistant.
Some of the art assets were generated by AI.
Exactly half of this game's content is AI-generated.This is intentional, and part of the gameplay - designed to convey the difference between AI-created and human-made works.[AI Usage] - AI Mode character graphics: AI-generated - AI Mode scenario / script: AI-generated - AI Mode audio: AI-generated - The giraffe - Any other elements necessary for in-game[Non-AI Usage] - Organic Mode character art: Human-made - Organic Mode story: Human-made - Organic Mode music / sound effects: Human-made - Any other elements necessary for in-game cinematics※ All content was pre-produced during development. No real-time AI generation is used during gameplay.
This game uses pre-rendered AI-generated artwork for character portraits, UI backgrounds, and event venues. All AI-generated assets have been reviewed and curated to fit the game's theme.
AI was used to create the game logo.
Some pixel art assets were created with the assistance of AI image generation tools and refined by hand.
Some visual assets and development processes for this game were created with the assistance of generative AI tools. These tools were used during development to help generate certain images, concepts, and code prototypes, which were then reviewed, edited, and integrated by the developer.
Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow.
This game uses generative AI during development to assist with some pre-generated 2D art assets and store promotional materials. All such content is manually reviewed, edited, and integrated before being used in the game or on the store page. The game does not generate AI content at runtime, and players do not interact with any generative AI system.
GameTasker was built by a solo developer with no prior coding experience. The overwhelming majority of the code, design, and Steam assets were created with the help of AI. I'm being upfront about this because I think it's worth knowing, and because I'm proud of it rather than embarrassed. The idea, the design decisions, the testing, and the judgment calls were all mine — AI was the pair programmer that made it real. If you run into bugs or have feature requests, come find me on Discord.
Development team uses AI for asset design
Seferia: Matrix has used Ai in order to craft and stylized its artworks.
This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages
While all the CGs and Character Art are hand-drawn, the backgrounds are AI generated.
The game has AI rendered pictures for the NPC characters.
This game uses AI-generated content: Pre-generated AI use: - Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited. - Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand. - All AI-generated content was reviewed, edited, and curated by the developer before shipping. Not AI-generated: - Game design, mechanics, balance, progression systems, lore, world-building. - UI/UX layouts and interaction flows. No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator.
Development was aided by generative AI for a subset of visual and audio assets.
Use AI to generate character sprites, background images, and UI assets
AI-generated content was used for code, images, 3D models, and translate.
Yes, I use AI tools to help build this game, and I'm not going to pretend I don't. I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game. Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be.
some page pictures are made with the help of ai.
AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay.
We use generative AI only for temporary placeholder images during development. All AI-generated placeholders will be removed and replaced with human-created artwork before release.
The game to contain art assets generated by artificial intelligence
Auction House features artwork developed with generative AI.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some audiovisual assets were assisted by AI.
Translation provided by AI. The promotional images in the store are designed by humans and enhanced with AI.
【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance
It has only been used in localization and specific visual references
Some UI elements were created with generative AI.
Some of the game's code and graphics were created with the help of artificial intelligence.
ガラケー風フレームの作成にAIを使用しています。
Only the original artwork was created using AI generation tools.
Generative AI used in creating UI, items and other sprites. We aim to gradually replace all AI generated content as we post new updates.
This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s).
Some of the art assets and sound effects in this game were created with the assistance of AI tools during development.
As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
逆战勇士团 ReconBraves In-game content art | The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools. | ZhengKesheng | - | May 23, 2026 | |
Vanguard - Idle Auto Battler Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience.
Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat. | Beep2Bleep | - | May 23, 2026 | |
Outposters In-game content art | Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems. | Capuchin Games | - | May 23, 2026 | |
Deep in the Fields In-game content textart | Some content in this game, such as text, translations, or visual elements, was initially generated with the assistance of AI tools and later reviewed, edited, and integrated by the developer. All final content was curated to ensure it fits the game's narrative, style, and quality standards. | Del Campo Studio | - | May 23, 2026 | |
Quod Erat Demonstrandum In-game content artaudiotext | I used standard agentic tools for things like translation and making simple icons. Some images/effects were created with Stable Diffusion XL Base 1.0 (sd_xl_base_1.0.safetensors). The background music I iterated on with a local ACE-Step setup. | Ad Dominum Games | - | May 23, 2026 | |
超凡功夫之王传奇 In-game content art | Currently, we only use AI tools to help with some beautification of our promotional materials. | 功夫之王 | 84 | May 23, 2026 | |
Counter Attack On Zombies In-game content art | This game uses pre-generated AI-assisted content for certain store page assets and promotional materials, such as capsule images and marketing visuals.
No generative AI is used during gameplay. All gameplay mechanics, in-game visuals, progression systems, and player interactions are fully authored and do not rely on real-time AI generation.
The game does not connect to any external AI services during runtime. | TNR TECHNOLOGY | - | May 23, 2026 | |
Chronicles Puzzle: History Path In-game content artcodetext | Visual Content: Generative AI was used to create the base visual concepts and illustrations for the puzzles. These images were then manually edited and refined to ensure they fit the historical context and game style.
Programming: AI tools were used to assist in code optimization and the implementation of localization systems.
Marketing: AI assisted in creating graphic assets for the Steam Store page (e.g., store banners).
All AI-assisted content has been carefully reviewed and manually post-processed to ensure quality and compliance with copyright standards. | Chronicles game studio | - | May 23, 2026 | |
LUNADUN: LUNATIC DUNGEON In-game content textart | This game uses AI for multilingual translations (English and Simplified Chinese) and some of its assets. | Team BONA | - | May 23, 2026 | |
Lenos Store/marketing artcode | Description of AI usage in development:
We utilized AI tools to enhance development efficiency and creative output:
Claude: Heavily used for complex 3D procedural mesh modeling and core game logic scripting to optimize the procedural world-building.
ChatGPT & Gemini: Assisted in creating specific game assets and technical documentation.
Adobe Firefly: Used to generate high-quality visual elements and creative assets specifically for the game’s promotional trailers.
All AI-assisted outputs were refined, integrated, and finalized by the developer to ensure technical stability and creative originality. | jewelint | - | May 23, 2026 | |
SPACE HUG-DUNG In-game content art | Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process. | Syndicate Studio | - | May 23, 2026 | |
Thinky Wants To Guess Live AI art | This game uses artificial intelligence to analyze the player's drawings and generate guesses about what the drawing represents. The AI provides descriptive feedback and attempts to identify the object based on the sketch created by the player. | Senic Games | - | May 23, 2026 | |
My Football Growth Story In-game content arttextcode | AI was used to help generate images, translate content, and as a coding assistant. | FootballGrowth.com | - | May 23, 2026 | |
城市塔防-City Tower Defence In-game content art | Some of the art assets were generated by AI. | OldJoker233 | - | May 23, 2026 | |
EULA In-game content arttextaudio | Exactly half of this game's content is AI-generated.This is intentional, and part of the gameplay - designed to convey the difference between AI-created and human-made works.[AI Usage] - AI Mode character graphics: AI-generated - AI Mode scenario / script: AI-generated - AI Mode audio: AI-generated - The giraffe - Any other elements necessary for in-game[Non-AI Usage] - Organic Mode character art: Human-made - Organic Mode story: Human-made - Organic Mode music / sound effects: Human-made - Any other elements necessary for in-game cinematics※ All content was pre-produced during development. No real-time AI generation is used during gameplay. | MoEater | 28 | May 23, 2026 | |
Squared Circle Tycoon In-game content art | This game uses pre-rendered AI-generated artwork for character portraits, UI backgrounds, and event venues. All AI-generated assets have been reviewed and curated to fit the game's theme. | Terminal Software | - | May 23, 2026 | |
Meteor Swarm Old School Store/marketing art | AI was used to create the game logo. | CannizzaroSoftware | - | May 23, 2026 | |
RuneClick In-game content art | Some pixel art assets were created with the assistance of AI image generation tools and refined by hand. | Vosk Games | - | May 23, 2026 | |
112 Meters Dev only artcode | Some visual assets and development processes for this game were created with the assistance of generative AI tools. These tools were used during development to help generate certain images, concepts, and code prototypes, which were then reviewed, edited, and integrated by the developer. | Enginar Games | - | May 23, 2026 | |
Studio Sim In-game content art | Fictional character portraits used in the game's default database were hand-drawn by the developer, then colored and aged using a customized AI workflow. | PrattDesign | - | May 23, 2026 | |
Slumber Craft Store/marketing art | This game uses generative AI during development to assist with some pre-generated 2D art assets and store promotional materials. All such content is manually reviewed, edited, and integrated before being used in the game or on the store page. The game does not generate AI content at runtime, and players do not interact with any generative AI system. | Li Wei Studio | - | May 23, 2026 | |
GameTasker In-game content artcodetext | GameTasker was built by a solo developer with no prior coding experience. The overwhelming majority of the code, design, and Steam assets were created with the help of AI.
I'm being upfront about this because I think it's worth knowing, and because I'm proud of it rather than embarrassed. The idea, the design decisions, the testing, and the judgment calls were all mine — AI was the pair programmer that made it real.
If you run into bugs or have feature requests, come find me on Discord. | Sikewyrm | - | May 23, 2026 | |
100 Guys 1 Stick Unclear art | Development team uses AI for asset design | machinetherapist | - | May 23, 2026 | |
Seferia: Matrix In-game content art | Seferia: Matrix has used Ai in order to craft and stylized its artworks. | SurvivalTaktix | - | May 23, 2026 | |
Haydn In Plain Sight In-game content artaudiotext | This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages | K² Project | - | May 23, 2026 | |
Maidendawn In-game content art | While all the CGs and Character Art are hand-drawn, the backgrounds are AI generated. | Nightchapel Productions | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
PSYCHOBYL In-game content art | This game uses AI-generated content:
Pre-generated AI use:
- Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited.
- Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand.
- All AI-generated content was reviewed, edited, and curated by the developer before shipping.
Not AI-generated:
- Game design, mechanics, balance, progression systems, lore, world-building.
- UI/UX layouts and interaction flows.
No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator. | Boris & Baisha | - | May 23, 2026 | |
Tokyo Wave Rush In-game content artaudio | Development was aided by generative AI for a subset of visual and audio assets. | Wave Rush | - | May 23, 2026 | |
phase knight In-game content art | Use AI to generate character sprites, background images, and UI assets | Qin Studio | - | May 23, 2026 | |
Unsettled : NIGHT SHIFT In-game content artcodetext | AI-generated content was used for code, images, 3D models, and translate. | Bongduck Games | - | May 23, 2026 | |
Infinite Empire In-game content art | Yes, I use AI tools to help build this game, and I'm not going to pretend I don't.
I'm one person. Every system, mechanic, and design decision is made, tested, and tuned by me personally. I use the best tools available, AI among them, to let a one-person studio punch way above its weight. That's the entire point of being indie: no rules except the ones that make a better game.
Assets are a fluid mix of commercially licensed, hand-crafted, AI-generated, AI-generated then hand-adjusted, and hand-crafted then AI-polished. I'll use whatever it takes to make this the best game it can be. | Better Tools LLC | - | May 23, 2026 | |
Prisoner-7 Store/marketing art | some page pictures are made with the help of ai. | wiltchamberian | - | May 23, 2026 | |
Hive Striker: Dissonance In-game content art | AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay. | Ocelot Forge | - | May 23, 2026 | |
CENSOR Dev only art | We use generative AI only for temporary placeholder images during development. All AI-generated placeholders will be removed and replaced with human-created artwork before release. | Quack Duck Games | - | May 23, 2026 | |
Arcadox In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 10 | May 23, 2026 | |
Auction House In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
Corporate Board codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | May 23, 2026 | |
Stack Chaos: Alien Express In-game content artaudio | Some audiovisual assets were assisted by AI. | Vorago Studios | - | May 23, 2026 | |
Kart Soccer Party Store/marketing art | Translation provided by AI. The promotional images in the store are designed by humans and enhanced with AI. | YogurtGames | - | May 23, 2026 | |
节奏象棋:黑白终局 In-game content art | 【AI Generated Content Disclosure】Art and animation assets in this game are created with AI assistance | 嘤嘤点灯工作室 | - | May 23, 2026 | |
Save the Game In-game content textart | It has only been used in localization and specific visual references | Mustafa Efe Arslan | - | May 23, 2026 | |
Room Craft In-game content art | Some UI elements were created with generative AI. | Altai | - | May 23, 2026 | |
Brick Survivors: Roguelite In-game content artcode | Some of the game's code and graphics were created with the help of artificial intelligence. | AnilinA | - | May 23, 2026 | |
Revenger3 Store/marketing art | ガラケー風フレームの作成にAIを使用しています。 | nazenaninadesico | - | May 23, 2026 | |
翻翻卡 Store/marketing art | Only the original artwork was created using AI generation tools. | 上海万宿朝元网络科技有限公司 | - | May 23, 2026 | |
Crafting in Berxley In-game content art | Generative AI used in creating UI, items and other sprites.
We aim to gradually replace all AI generated content as we post new updates. | Quietly Packed Games | - | May 23, 2026 | |
星夜颂歌 Celestial Reverie Live AI textaudioart | This product uses artificial intelligence to generate in real time the language, voice, actions and other content of the character(s). | SingularDance | - | May 23, 2026 | |
疯狂玩具屋 In-game content artaudio | Some of the art assets and sound effects in this game were created with the assistance of AI tools during development. | Wednesday | - | May 23, 2026 | |
StellarUniversity:FurryHearts In-game content arttext | As a two-person team creating our first game, we used AI tools to assist with certain non-core production tasks to improve efficiency. All content that directly shapes your experience — including character art, CGs, and story — has been manually created, reviewed, and refined by us. We believe the heart of our game lies in the human touch we bring to it, and we hope that shines through in the final experience. | Lukkabear studio | - | May 23, 2026 |