The Library Capsule, Library Header, and Library Hero are partially AI generated. The anime styled art is AI with some human edits but the logo and in game art are not AI.
- Creator
- Dane Reid
- Reviews
- -
- Added
- Mar 18, 2026
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The Library Capsule, Library Header, and Library Hero are partially AI generated. The anime styled art is AI with some human edits but the logo and in game art are not AI.
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.
Some AI generated images and textures
Artwork and music inspired with the use of AI.
Some of the visual assets and code of NonSense were AI Generated.
This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client.
The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality.
Generative AI tools were employed to assist with localization and the creation of some art assets.
Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer. The game does not include real-time AI-generated content.
Some graphics (mainly background pictures) were created with help of AI.
A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer. No AI is used during gameplay, and the game does not generate any content in real-time.
Parts of the artwork was generated with the help of AI.
The game contains AI-generated artwork.
In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool. These assets are not used as-is; they undergo content verification and necessary adjustments before implementation.
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style.
AI Disclosure for "Lake Town Stories" We use generative AI to assist in the creation of the following game assets: Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools. Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools. All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision.
This game uses generative AI tools to create a small number of environmental textures and 3D props. All AI-generated assets were manually reviewed, edited and integrated by the developer.
AI-Generated Content Some of the visual content in Oink & Collect was created with the assistance of AI tools. This includes individual card artwork, booster pack illustrations, and in-game graphical elements. All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game. No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay.
Generative AI is used to create imagery for paintings and notes that the player can interact with.
Images: Partially created with AI assistance, then manually redrawn and refined. Music: A combination of licensed asset packs and AI-assisted production. Text: Localized text translated with AI assistance and manually reviewed for accuracy.
In the development of this game, generative AI was utilized in the following areas: ・Visual Assets: Generative AI was used to assist in the creation and enhancement of select visual effects and materials. ・Sound & Music: Generative AI was used to generate select background music (BGM) and as a tool within the music production process. All AI-generated content within this game has been reviewed, edited, and refined by the developer to ensure quality and artistic consistency.
Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich.
AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors.
In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music.
Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI.
AI-generated art objects
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
AI-generated art objects
Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems.
We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI.
Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements.
We utilize generative AI tools to create specific pre-rendered assets used in the game's introduction, including atmospheric concept images and two cinematic video sequences. These assets are used exclusively for world-building and narrative setup to enhance the game's opening experience.
It is used in translations and a very small portion of in-game assets.
store page UI , game UI , a part of cg story ,
The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated.
Some of the images used in the game are generated by AI.
Generative AI was trained on an original pixel art style and used to create the bases for props, which were then manually edited into their final forms.
We use AI for some pronunciation until our VO talent can fix them. We used AI to repose one character in marketing content.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game.
AI was used in the application to create illustrations, voiceovers, translations, and musical accompaniment. All materials have been manually reviewed and refined to ensure the quality and integrity of the application.
Used ai to improve graphics in store and in the game.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
Hey everyone! To bring this game to life, I've used AI tools to generate the game icon, some marketing materials, and rune holder portraits. These were refined by hand for style consistency. The core gameplay, code, and design are all my original work - hope you enjoy the results!
The images were generated using artificial intelligence.
AI tools were used to generate early concept artwork and UI references during development. Final in-game assets were created, refined, and implemented by the developer. The game does not include any live-generated AI content.
AI is used to aid with coding some plugins, as well as to generate several poses for a character. The process is carried out with care to ensure character's trait integrity between different poses (which I want to give apology, because the closest humanoid thing I can draw myself is stickman) Other than that, absolutely no AI live-generated content is used in any form
The store page features AI-generated video content for demonstration purposes only and is not distributed with the product.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cliché Quest Store/marketing art | The Library Capsule, Library Header, and Library Hero are partially AI generated. The anime styled art is AI with some human edits but the logo and in game art are not AI. | Dane Reid | - | 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 | |
Splatsplasm In-game content art | Some AI generated images and textures | PRPVFX Ltd. | - | Mar 18, 2026 | |
Solitaire Nights In-game content artaudio | Artwork and music inspired with the use of AI. | George Griffin | - | Mar 18, 2026 | |
NonSense In-game content artcode | Some of the visual assets and code of NonSense were AI Generated. | Amorosa Entertainment | - | Mar 18, 2026 | |
Egg-flation In-game content artaudio | This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client. | LexicaWorks | - | Mar 18, 2026 | |
Persuasion Store/marketing codeart | The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality. | Dementia5 Games | - | Mar 18, 2026 | |
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
PAVLOV23 In-game content arttext | Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer.
The game does not include real-time AI-generated content. | poligon13studio | - | Mar 18, 2026 | |
Filltopia In-game content art | Some graphics (mainly background pictures) were created with help of AI. | Innopede GmbH | - | Mar 18, 2026 | |
YEKO In-game content art | A single 3D model in the game was initially generated using an AI-assisted tool during early development. This asset was extensively modified, refined, and finalized manually using 3D software by the developer.
No AI is used during gameplay, and the game does not generate any content in real-time. | BEGA Game Studio | 33 | Mar 18, 2026 | |
Roll for Echoes In-game content art | Parts of the artwork was generated with the help of AI. | Viron Games | - | Mar 18, 2026 | |
Myth Finders 2 In-game content art | The game contains AI-generated artwork. | 8floor ltd | - | Mar 18, 2026 | |
STILL SPINNING In-game content art | In the production of certain visual assets for this title (including in-game images and store page/promotional images), we have used generative AI as an auxiliary tool.
These assets are not used as-is; they undergo content verification and necessary adjustments before implementation. | sakanafurai | - | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Taco Tuesday In-game content art | We use AI selectively to generate pre-rendered backgrounds for our games, as well as supporting assets for store page, marketing materials and game assets, while ensuring all content is polished to maintain a consistent artistic style. | 24 Studios | - | Mar 18, 2026 | |
Lake Town Stories In-game content artaudio | AI Disclosure for "Lake Town Stories"
We use generative AI to assist in the creation of the following game assets:
Artwork: Background environments and character concepts were generated and refined with the assistance of AI tools.
Audio: Background music tracks and ambient sounds were created with the assistance of AI audio generation tools.
All AI-assisted content has been manually reviewed and integrated by the developer to ensure it aligns with the game's artistic vision. | Studio Digima | - | Mar 18, 2026 | |
The Silent Expedition Echo Protocol In-game content art | This game uses generative AI tools to create a small number of environmental textures and 3D props.
All AI-generated assets were manually reviewed, edited and integrated by the developer. | Psycho Dream Studio | - | Mar 18, 2026 | |
Oink & Collect In-game content art | AI-Generated Content
Some of the visual content in Oink & Collect was created with the assistance of AI tools.
This includes individual card artwork, booster pack illustrations, and in-game graphical elements.
All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game.
No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay. | Kampfschwein90 | - | Mar 18, 2026 | |
Hollowborn In-game content art | Generative AI is used to create imagery for paintings and notes that the player can interact with. | Blackguard | - | Mar 18, 2026 | |
Survivor's Log: N17 Shelter In-game content artaudiotext | Images: Partially created with AI assistance, then manually redrawn and refined.
Music: A combination of licensed asset packs and AI-assisted production.
Text: Localized text translated with AI assistance and manually reviewed for accuracy. | sam32 | - | Mar 18, 2026 | |
Only you In-game content artaudio | In the development of this game, generative AI was utilized in the following areas:
・Visual Assets: Generative AI was used to assist in the creation and enhancement of select visual effects and materials.
・Sound & Music: Generative AI was used to generate select background music (BGM) and as a tool within the music production process.
All AI-generated content within this game has been reviewed, edited, and refined by the developer to ensure quality and artistic consistency. | worthless_ink | - | Mar 18, 2026 | |
Sitarane's Legacy In-game content artaudiotextcode | Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich. | dreams | - | Mar 18, 2026 | |
Nerobreak: Cult Fall In-game content art | AI is used to create the graffiti textures in the game, which are found on buildings in the streets and sometimes indoors. | Walther Von Crade | - | Mar 18, 2026 | |
The Entrance In-game content artaudio | In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music. | Shukurimu | - | Mar 18, 2026 | |
Bread Dog Vibe In-game content arttext | Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI. | machinetherapist | - | Mar 18, 2026 | |
Drive Thru Fast Food Simulator In-game content art | AI-generated art objects | Play Games | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 | |
We’re In Trouble In-game content art | AI-generated art objects | 11 Pet Studios | - | Mar 18, 2026 | |
Skybreaker: Rebuild Protocol Store/marketing art | Capsule and promotional artwork were created using AI-assisted image generation. These assets are pre-generated marketing materials and are not generated during gameplay. The game itself does not use live AI systems. | NirNova98 | 19 | Mar 18, 2026 | |
FILENDS In-game content arttext | We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI. | MFI GAMES | - | Mar 18, 2026 | |
Just an Ordinary Bike Ride In-game content artaudiotext | Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements. | The Hemohscin Project | - | Mar 18, 2026 | |
REMNANT: Rebirth In-game content art | We utilize generative AI tools to create specific pre-rendered assets used in the game's introduction, including atmospheric concept images and two cinematic video sequences. These assets are used exclusively for world-building and narrative setup to enhance the game's opening experience. | Hysteresis Studio | - | Mar 18, 2026 | |
Hyperinflation Dungeon In-game content textart | It is used in translations and a very small portion of in-game assets. | BlinkFox Games | - | Mar 18, 2026 | |
戚继光 Qi Jiguang: Art of War In-game content textart | store page UI , game UI , a part of cg story , | 斩鬼工作室 | - | Mar 18, 2026 | |
生成式梦境 In-game content audiotextart | The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated. | 镜 | - | Mar 18, 2026 | |
到达彼岸 In-game content art | Some of the images used in the game are generated by AI. | 张崇 | - | Mar 18, 2026 | |
Letterwork In-game content art | Generative AI was trained on an original pixel art style and used to create the bases for props, which were then manually edited into their final forms. | Corban Millican | - | Mar 18, 2026 | |
KritterRun Store/marketing audioart | We use AI for some pronunciation until our VO talent can fix them. We used AI to repose one character in marketing content. | KritterRun LLC | - | Mar 18, 2026 | |
Idle Realms: The Eternal Spire In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Realms | 20 | Mar 18, 2026 | |
Hold The Roost In-game content artaudiocode | Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game. | Jody Hiatt | - | Mar 18, 2026 | |
Interactive Language-Learning Novel: Interview with Emma In-game content artaudiotext | AI was used in the application to create illustrations, voiceovers, translations, and musical accompaniment. All materials have been manually reviewed and refined to ensure the quality and integrity of the application. | Polina Grigoreva | - | Mar 18, 2026 | |
BeastBreak: Monster Horde Shooter In-game content art | Used ai to improve graphics in store and in the game. | PHTCompany | 16 | Mar 18, 2026 | |
StarshipFighter In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Daniel Walasinski | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
Rune Tower Rampart In-game content art | Hey everyone! To bring this game to life, I've used AI tools to generate the game icon, some marketing materials, and rune holder portraits. These were refined by hand for style consistency. The core gameplay, code, and design are all my original work - hope you enjoy the results! | HyugaHouse Games | - | Mar 18, 2026 | |
Femboy Survivor Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
PizzaCat In-game content art | AI tools were used to generate early concept artwork and UI references during development. Final in-game assets were created, refined, and implemented by the developer. The game does not include any live-generated AI content. | Jess Makes Games | - | Mar 18, 2026 | |
E C L I P S E In-game content art | AI is used to aid with coding some plugins, as well as to generate several poses for a character. The process is carried out with care to ensure character's trait integrity between different poses (which I want to give apology, because the closest humanoid thing I can draw myself is stickman)
Other than that, absolutely no AI live-generated content is used in any form | konata | - | Mar 18, 2026 | |
Mosaiplay Store/marketing art | The store page features AI-generated video content for demonstration purposes only and is not distributed with the product. | Mosaiplay Team | - | Mar 18, 2026 |