In-game illustrations are assisted by AI for design. AI is used for free-form dialogue communication between the player and NPCs.
- Creator
- Tiandao Studio
- Reviews
- -
- Added
- Mar 18, 2026
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In-game illustrations are assisted by AI for design. AI is used for free-form dialogue communication between the player and NPCs.
I am a solo developer. I used to be the lead game designer and can write code myself, but I can't draw. So, I've used AI to generate all the art-related resources. If that bothers you, please download with caution!
This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development.
This game uses AI technology for the following purposes: - Generation of some assets - Assistance in text and scenario creation - Programming assistance for development efficiency - Efficient automated game testing No player personal data is sent to AI systems.
Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay.
We have some art resources that were created using AI.
Generative AI was used during development for certain assets, such as game artwork, background music, and script translations. No generative AI is used to produce content live while the game is running.
Some images are generated using ai and some code is written with the help of ai.
In-game assets were generated using generative AI and then retouched for final use.
The game's cover art was created using AI.
The game's cover art was created using AI.
AI is used for translation, 3D assets, music, movie, and part of the UI.
We use AI for dev placeholders. UI Icons for now.
We used AI tools to generate initial visual concepts and draft assets for characters and backgrounds. Afterward, all assets were heavily retouched, painted over, and finalized by our human artists to ensure quality and stylistic consistency. AI was used only as a starting point during the development process.
AI was used only to generate early marketing concept images. All gameplay systems, in-game assets, mechanics, and code are entirely created by the developer. No AI is used in gameplay or player-facing systems.
This game uses generative AI tools during development to help create some pre-rendered visual assets and marketing materials (such as concept art and store imagery). No AI-generated content is created or used during gameplay, and all game mechanics, systems, and player experiences are fully handcrafted.
The primary visual assets (images) in this game were created using generative AI tools. Furthermore, AI was utilized as a supporting assistant to help finalize game translations, music tracks, sound effects, and segments of the source code. All AI-assisted content has been reviewed and finalized by the developer.
AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts.
Some assets of the game (including illustrations, music, and certain code elements) were created or assisted using artificial intelligence tools, then manually edited and integrated. The story, writing, ideas, staging, and the majority of the code were designed and created by the developer.
This game used some AI generated images.
The store page and games contain art assets generated by artificial intelligence
In the early stage of the game, DeepSeek was used to draw the basic template of the game. In the middle stage, Cursor was used to continue writing and optimizing the game code. All the in-game pictures were generated by Wenxin and Qianwen, and remove.bg was used to cut out the images. The in-game background music was created by Suno, and the in-game attack sound effects were recorded from the video music in Wenxin.
This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted.
The game cover is generated using AI
Background images, desaturated images, logo.
None of the music is AI generated. The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human.
In our game we using a generative AI in some visual assets to help us bring some our ideas to life.
I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation.
AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget.
This game does not use generative artificial intelligence during gameplay and does not generate content in real time. Artificial intelligence has been used solely to create some images during development and for visual materials. All in-game content is fixed and is not generated dynamically using AI.
AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented.
This game used artificial intelligence tools during the development process to create some text, music, sound effects, and 3D models. All content generated by artificial intelligence is not subject to copyright. However, artificial intelligence is not used to generate content or code in real time during gameplay.
使用AI生成游戏内画面所参考的素材为画师提供参照,最终呈现效果由画师重新设计并绘制。 游戏内有部分曲子采用AI作曲。
Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions.
Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team.
Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials. These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision. We value transparency, and we encourage players to consider this information when deciding whether the game is right for them.
Generative AI is used to create Steam capsule.
As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience.
游戏图标、steam商店页面以及库页面的所有宣传图(不包括游戏截图)皆是使用AI生成
This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited.
Character illustrations and background scenes were created using AI. The text was translated from Russian into other languages using AI as well.
AI was used to help with coding and creating concept art.
AI assistance was used to enhance the quality of the design of some cards in the video game.
During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists.
Concept Art
I used AIs for Items/Skill Icons
Some of the art and music were generated by AI and then manually revised before being used.
There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues.
Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
吾为天道 Live AI arttext | In-game illustrations are assisted by AI for design.
AI is used for free-form dialogue communication between the player and NPCs. | Tiandao Studio | - | Mar 18, 2026 | |
Inquiry Counse In-game content art | I am a solo developer. I used to be the lead game designer and can write code myself, but I can't draw. So, I've used AI to generate all the art-related resources. If that bothers you, please download with caution! | ZHENG YUFENG | - | Mar 18, 2026 | |
Castle In-game content art | This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development. | ReignFall Games | - | Mar 18, 2026 | |
FRAGMENT FANTASY SHORT -N- In-game content arttextcode | This game uses AI technology for the following purposes:
- Generation of some assets
- Assistance in text and scenario creation
- Programming assistance for development efficiency
- Efficient automated game testing
No player personal data is sent to AI systems. | えむげん | - | Mar 18, 2026 | |
Operation Obliteration 2 In-game content art | Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay. | Oblit Gamewerks | - | Mar 18, 2026 | |
Grind TD In-game content art | We have some art resources that were created using AI. | Moon Pixel Games | - | Mar 18, 2026 | |
Hero of Ideal In-game content artaudiotext | Generative AI was used during development for certain assets, such as game artwork, background music, and script translations.
No generative AI is used to produce content live while the game is running. | DHK | - | Mar 18, 2026 | |
Portal Guardian In-game content artcode | Some images are generated using ai and some code is written with the help of ai. | Sassy Cat Games | - | Mar 18, 2026 | |
Hexagon Soup In-game content art | In-game assets were generated using generative AI and then retouched for final use. | Sayberry Labs | - | Mar 18, 2026 | |
Catch the Chiken Store/marketing art | The game's cover art was created using AI. | Hede | 13 | Mar 18, 2026 | |
GIFT UP - FARM Store/marketing art | The game's cover art was created using AI. | Hede | 11 | Mar 18, 2026 | |
ノースウェスタの子供 In-game content artaudiotext | AI is used for translation, 3D assets, music, movie, and part of the UI. | Ituki Ebina | - | Mar 18, 2026 | |
Null Reach In-game content art | We use AI for dev placeholders. UI Icons for now. | Vessel Horizon | - | Mar 18, 2026 | |
Deukdo Beat Dev only art | We used AI tools to generate initial visual concepts and draft assets for characters and backgrounds. Afterward, all assets were heavily retouched, painted over, and finalized by our human artists to ensure quality and stylistic consistency. AI was used only as a starting point during the development process. | Deukdo Games | - | Mar 18, 2026 | |
Roadside Store Simulator In-game content art | AI was used only to generate early marketing concept images. All gameplay systems, in-game assets, mechanics, and code are entirely created by the developer. No AI is used in gameplay or player-facing systems. | Cat Soul Studios | - | Mar 18, 2026 | |
When the Barn Sleeps Store/marketing art | This game uses generative AI tools during development to help create some pre-rendered visual assets and marketing materials (such as concept art and store imagery).
No AI-generated content is created or used during gameplay, and all game mechanics, systems, and player experiences are fully handcrafted. | Mostly Harmless Games | - | Mar 18, 2026 | |
Miner's Nook In-game content artaudiotextcode | The primary visual assets (images) in this game were created using generative AI tools. Furthermore, AI was utilized as a supporting assistant to help finalize game translations, music tracks, sound effects, and segments of the source code. All AI-assisted content has been reviewed and finalized by the developer. | 三百兩 | - | Mar 18, 2026 | |
Ramming Turtleship - 1592: The Imjin War Store/marketing artcode | AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts. | Dreampanda | - | Mar 18, 2026 | |
Le Pirate du Portail In-game content artaudiocode | Some assets of the game (including illustrations, music, and certain code elements) were created or assisted using artificial intelligence tools, then manually edited and integrated.
The story, writing, ideas, staging, and the majority of the code were designed and created by the developer. | Zizih | - | Mar 18, 2026 | |
缴费与香烟 Unclear art | This game used some AI generated images. | wanmeibd | - | Mar 18, 2026 | |
AutoSquad In-game content art | The store page and games contain art assets generated by artificial intelligence | Tzhaar | - | Mar 18, 2026 | |
Interstellar Hunter In-game content artaudiocode | In the early stage of the game, DeepSeek was used to draw the basic template of the game. In the middle stage, Cursor was used to continue writing and optimizing the game code. All the in-game pictures were generated by Wenxin and Qianwen, and remove.bg was used to cut out the images. The in-game background music was created by Suno, and the in-game attack sound effects were recorded from the video music in Wenxin. | HUANG DI | - | Mar 18, 2026 | |
3876 AD: Corruption In-game content artaudiocode | This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted. | OpenSplit | - | Mar 18, 2026 | |
explorer of Y Store/marketing art | The game cover is generated using AI | YAO | - | Mar 18, 2026 | |
Swords And Magic: Path Of Conquest Unclear art | Background images, desaturated images, logo. | ShadowMoon Wolf Game Tech Ltd | 118 | Mar 18, 2026 | |
The Bard's Kingdom In-game content artcode | None of the music is AI generated.
The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human. | Panda Blade Software | - | Mar 18, 2026 | |
Unsolved Case: Whispers Of Elderwick Collector's Edition In-game content art | In our game we using a generative AI in some visual assets to help us bring some our ideas to life. | Do Games Limited | - | Mar 18, 2026 | |
Ella's Nightmare In-game content art | I used it to create the base of the character's asset and animation images, which were then processed or manually edited after creation. | GamemancerStudios | - | Mar 18, 2026 | |
禁忌长生:低语修真 In-game content artaudio | AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget. | 逐梦工作室 | - | Mar 18, 2026 | |
Basket Manager In-game content art | This game does not use generative artificial intelligence during gameplay and does not generate content in real time.
Artificial intelligence has been used solely to create some images during development and for visual materials. All in-game content is fixed and is not generated dynamically using AI. | Basket Manager Studio | - | Mar 18, 2026 | |
Cosmic Gold Rush In-game content artcode | AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented. | Prospera Mentis | - | Mar 18, 2026 | |
VOID81: The Backrooms In-game content textaudioart | This game used artificial intelligence tools during the development process to create some text, music, sound effects, and 3D models. All content generated by artificial intelligence is not subject to copyright. However, artificial intelligence is not used to generate content or code in real time during gameplay. | Veaby | - | Mar 18, 2026 | |
电波奇缘~与时音相会的日子 In-game content artaudio | 使用AI生成游戏内画面所参考的素材为画师提供参照,最终呈现效果由画师重新设计并绘制。
游戏内有部分曲子采用AI作曲。 | 黎厘星游戏工作室 | - | Mar 18, 2026 | |
Kingster In-game content artaudio | Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content. | LoreHeim | - | Mar 18, 2026 | |
Skinator Dev only art | As a small team of 2, we used A.I. to generate references and some base materials. Every final asset was either created from scratch or extensively modified, painted over, and artistically reworked by us. We took all creative decisions. | Craig Paul Green | - | Mar 18, 2026 | |
BattleBoat X Unclear art | Throughout development, we may utilize procedural and AI-driven tools to support content generation. However, the completed work ultimately represents the creative vision and authorship of our development team. | Glitchfree Games | - | Mar 18, 2026 | |
Atheris In-game content art | Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials.
These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision.
We value transparency, and we encourage players to consider this information when deciding whether the game is right for them. | Weird Potro Studio | - | Mar 18, 2026 | |
Rivendale Store/marketing art | Generative AI is used to create Steam capsule. | AlexsusDev | - | Mar 18, 2026 | |
Sunset Sprinters '98 In-game content artaudiocode | As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience. | TrihermesGames LLC | - | Mar 18, 2026 | |
墨仙箓 In-game content art | 游戏图标、steam商店页面以及库页面的所有宣传图(不包括游戏截图)皆是使用AI生成 | Gixi | 252 | Mar 18, 2026 | |
Protocol 86: Chernobyl In-game content artaudiotext | This game uses generative AI tools to create certain 3D models, 2D visuals, audio, localization, and the intro video. All content has been reviewed and edited. | Core Interactive | - | Mar 18, 2026 | |
Veil: Project Conductor In-game content arttext | Character illustrations and background scenes were created using AI.
The text was translated from Russian into other languages using AI as well. | Rebro Broni | - | Mar 18, 2026 | |
Blue Blaze Dev only codeart | AI was used to help with coding and creating concept art. | SixCats | - | Mar 18, 2026 | |
Oberion: Arena Arcana In-game content art | AI assistance was used to enhance the quality of the design of some cards in the video game. | Daniel Martinez Martinez | - | Mar 18, 2026 | |
猫船长与环球渔场 In-game content art | During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists. | Happy Universe Studios | 870 | Mar 18, 2026 | |
Echoes of the Wild Store/marketing art | Concept Art | LLogix | - | Mar 18, 2026 | |
Cunning Crooks In-game content art | I used AIs for Items/Skill Icons | Mardus | - | Mar 18, 2026 | |
Find Cats 6 像素猫 In-game content artaudio | Some of the art and music were generated by AI and then manually revised before being used. | Happy Fish | - | Mar 18, 2026 | |
Darkrise: War of the Undead In-game content artaudio | There is no live AI generation in the game. All maps and characters are hand-crafted. Some audio and a few in-game art elements (such as lore background pages) currently use AI as placeholders and will be replaced as development continues. | Wynand Smit | - | Mar 18, 2026 | |
Game Torch In-game content artaudiotext | Game Torch includes pre-generated AI content created with generative AI tools during development (e.g., some audiovisual assets and text, plus copy drafted for marketing/internal curation). All outputs are reviewed by a human. Game Torch does not use live-generated AI content during gameplay (nothing is generated at runtime in response to player input). | Aesthetic Engine | - | Mar 18, 2026 |