AI has been used to help develop the game's cover art.
- Creator
- Hard Shark Games
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
Only to create images and arts.
AI has been used to help develop the game's cover art.
Some of the background scenes in this work are drawn using Nano Banana (AI). The character illustrations and CGs are all manually drawn by the artist.
During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay.
Capsule image used in store page has been generated by AI
This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay.
Some of the visuals were generated with the help of Sora AI and then edited by me in Photoshop. Everything else — the music, the text, the story, and the characters — was made by a human. The AI was only used to help with the graphics."
Only penguin character in kayak on store page is AI generated
Certain art assets and localization in this game were created with the assistance of AI.
Arts are generated with AI support
一部のテクスチャの作成には、生成AI(GPT)が利用されています。
Generative AI is used for card art and some content.
AI tools were used as a creative assistant during development for certain visual elements and text drafts. All educational content, quiz structure, and gameplay design were carefully crafted and curated by the developer.
We only used AI-generated content for Steam capsule images.
AI was used to aid in the 3D modeling of the wands, as well as the main page artwork.
Some icons and visual elements used in promotional materials and on the store page were created with the help of artificial intelligence tools, with the aim of complementing the visual identity of the collection. The game content itself does not use AI.
AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI.
The images were created using AI then edited by a human. Languages other than English are machine translated
As an independent developer, I generated code, 3D models, and textures using AI-based programs.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Graphical assets were created with assistance of generative AI.
Graphic elements like some icons and backgrounds. We are working to change it.
AI has been used to help develop the game's cover art.
We use generated images as placeholders
Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process.
Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards.
This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images).
In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used. Generative AI was used to create text descriptions, translations into different languages, as well as the logo and graphic elements.
The store page uses A.I. images. The title screen of the game also uses an A.I. image
In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage.
Most StoryBay images are AI generated. Most of the Radio musical song tracks are AI generated. Most of the spoken dialog is AI generated.
Some images used within the puzzles were generated using artificial intelligence. Interface texts and subtitles were translated with the help of artificial intelligence.
We utilize AI in the early stages of content development to create concept art. All final content presented in the game is created by humans.
Some secondary visual assets in this game were created with the assistance of AI tools. This includes certain in-game illustrations and marketing materials.
This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows: Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone. Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text. All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game.
Some of the store page icons and text translations are generated using AI.
AI was used during the production of Mr. Toilet to support selected marketing and localization tasks. In particular, we used AI tools to help prepare promotional materials, including the Steam key art, as well as to assist with the translations available in the game.
Some visual elements, such as pavement textures, were partially created using AI tools during development.
Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI.
Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright
For the creation of certain visual assets, such as promo art, icons, and capsules for the Steam page, we used tools based on generative artificial intelligence. This allowed us, as a small team, to bring our artistic vision to life and produce vivid images that capture the atmosphere of the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Toy Car Race Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Soccer Penalty Kick Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Billiards Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Ocean Keeper Co-op Store/marketing art | We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art. | RetroStyle Games | 142 | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
SeArena Store/marketing art | Only to create images and arts. | Erich Meurer | - | Mar 18, 2026 | |
Air Hockey Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
爱在秋叶原 AKIBA LOVE In-game content art | Some of the background scenes in this work are drawn using Nano Banana (AI).
The character illustrations and CGs are all manually drawn by the artist. | 银月057 | - | Mar 18, 2026 | |
Bastionfall In-game content art | During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay. | STLND Interactive | - | Mar 18, 2026 | |
The Cubes Store/marketing art | Capsule image used in store page has been generated by AI | Hawkeye Studios | - | Mar 18, 2026 | |
Laundromat In-game content artaudio | This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay. | Rafael Matias | - | Mar 18, 2026 | |
Faint Echo In-game content art | Some of the visuals were generated with the help of Sora AI and then edited by me in Photoshop. Everything else — the music, the text, the story, and the characters — was made by a human. The AI was only used to help with the graphics." | Agard Games | - | Mar 18, 2026 | |
Waddle Paddle Store/marketing art | Only penguin character in kayak on store page is AI generated | AtomicTaco | - | Mar 18, 2026 | |
The Grand Praetor In-game content arttext | Certain art assets and localization in this game were created with the assistance of AI. | ColaCatGames | - | Mar 18, 2026 | |
Puzzle Nature In-game content art | Arts are generated with AI support | UwU | - | Mar 18, 2026 | |
学園迷宮 | School Corridor In-game content art | 一部のテクスチャの作成には、生成AI(GPT)が利用されています。 | 学園迷宮制作員会 | 17 | Mar 18, 2026 | |
SummonArk -Deck Building Roguelite- In-game content art | Generative AI is used for card art and some content. | 犬猫 Room | - | Mar 18, 2026 | |
Quiz Hero Chinese Numbers In-game content arttext | AI tools were used as a creative assistant during development for certain visual elements and text drafts. All educational content, quiz structure, and gameplay design were carefully crafted and curated by the developer. | Francesco Pallucchini | - | Mar 18, 2026 | |
Minsgon Simulator Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | 70 | Mar 18, 2026 | |
Wild Wizards Store/marketing art | AI was used to aid in the 3D modeling of the wands, as well as the main page artwork. | Ember Studios | - | Mar 18, 2026 | |
Street Racer Collection (QUByte Classics) In-game content art | Some icons and visual elements used in promotional materials and on the store page were created with the help of artificial intelligence tools, with the aim of complementing the visual identity of the collection. The game content itself does not use AI. | QUByte Interactive | - | Mar 18, 2026 | |
Donjon Dev only codeart | AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI. | SIXDOTS | - | Mar 18, 2026 | |
The Quiet Hum of a Lonely Heart In-game content arttext | The images were created using AI then edited by a human. Languages other than English are machine translated | VisualNovelGames | - | Mar 18, 2026 | |
Haunted: Village In-game content codeart | As an independent developer, I generated code, 3D models, and textures using AI-based programs. | Panderma Games | - | Mar 18, 2026 | |
Car Race Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Car Race Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Dig For Riches In-game content art | Some of the user interface (UI) visuals in the game were created with the help of AI-powered tools. These elements have been carefully refined and adapted to enhance the overall atmosphere and visual experience of the game. | OxygenStudio | 20 | Mar 18, 2026 | |
Hangman Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Buggy Racing Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Rock and Stone In-game content art | Graphical assets were created with assistance of generative AI. | Pinecone Studios | 57 | Mar 18, 2026 | |
Space Hood In-game content art | Graphic elements like some icons and backgrounds. We are working to change it. | General Gibbon | - | Mar 18, 2026 | |
Bike Stunts Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Tojimon Islands Dev only art | We use generated images as placeholders | Survive The Goose Attack! | - | Mar 18, 2026 | |
Turbo Carnage In-game content art | Some of the 2D sprite assets and promotional images (such as the store capsule artwork) were partially generated using AI tools. These AI outputs served as a foundation and were further edited and refined by the artists to ensure quality, consistency, and originality. No AI-generated content is created during gameplay, and AI was only one step in a multi-stage creative process. | Haylaz Games | - | Mar 18, 2026 | |
Why's It Getting DARKER?! In-game content art | Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards. | Kenan'sGames | - | Mar 18, 2026 | |
Fitforce2 In-game content audioart | This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images). | Runnex Technology | - | Mar 18, 2026 | |
My Pet Store In-game content textart | In the process of writing the code, building the game world, as well as creating graphics and publishing the game, hints (as a consultation) from artificial intelligence were used.
Generative AI was used to create text descriptions, translations into different languages, as well as the logo and graphic elements. | Chewie Games | - | Mar 18, 2026 | |
Soul Scar In-game content art | The store page uses A.I. images.
The title screen of the game also uses an A.I. image | Wolfs Moon Studios | 19 | Mar 18, 2026 | |
Addition Subtraction Multiplication Division Magician In-game content codeart | In the game, AI tools were used to assist in completing the code and drawing work, and most of the content generated by AI was manually reworked in the later stage. | 危途旅行团TravellersOnHazard | - | Mar 18, 2026 | |
FARCRAFT In-game content artaudiotext | Most StoryBay images are AI generated.
Most of the Radio musical song tracks are AI generated.
Most of the spoken dialog is AI generated. | Riitoken | - | Mar 18, 2026 | |
The Path of the Sunflower In-game content arttext | Some images used within the puzzles were generated using artificial intelligence.
Interface texts and subtitles were translated with the help of artificial intelligence. | Arthela Studios | - | Mar 18, 2026 | |
Paradise Island 2: Hotel Game In-game content art | We utilize AI in the early stages of content development to create concept art. All final content presented in the game is created by humans. | Game Insight UAB | 26 | Mar 18, 2026 | |
Shadow Division: Spymaster In-game content art | Some secondary visual assets in this game were created with the assistance of AI tools. This includes certain in-game illustrations and marketing materials. | Asterism Games | - | Mar 18, 2026 | |
The Newspapers of the day In-game content arttext | This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows:
Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone.
Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text.
All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game. | divingstudio | - | Mar 18, 2026 | |
Fire Them All In-game content arttext | Some of the store page icons and text translations are generated using AI. | GonbeiGames | - | Mar 18, 2026 | |
Mr Toilet In-game content textart | AI was used during the production of Mr. Toilet to support selected marketing and localization tasks. In particular, we used AI tools to help prepare promotional materials, including the Steam key art, as well as to assist with the translations available in the game. | Radikate | 78 | Mar 18, 2026 | |
BRESH In-game content art | Some visual elements, such as pavement textures, were partially created using AI tools during development. | Vladislav Surin | - | Mar 18, 2026 | |
Tomb of No End: Lost Squad In-game content art | Some shop-themed images are AI-generated, and some in-game monster and character models are also created using AI. | YogurtGames | - | Mar 18, 2026 | |
fly a kite Store/marketing art | Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright | hgmGame | - | Mar 18, 2026 | |
Clash of the Kingdoms In-game content art | For the creation of certain visual assets, such as promo art, icons, and capsules for the Steam page, we used tools based on generative artificial intelligence. This allowed us, as a small team, to bring our artistic vision to life and produce vivid images that capture the atmosphere of the game. | New Horizons | - | Mar 18, 2026 |