The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
- Creator
- ggame
- Reviews
- -
- Added
- Mar 18, 2026
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The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
We used IA to generate the background images.
This game uses AI technology for translations and parts of the logo.
I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS.
AI used to create graphics in store
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images.
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced. I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain: I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Some textures and visual assets were generated using AI to enhance the game's atmosphere.
Some textures are used in modified form Used for translation
Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way.
Created game icons using AI.
AI generated library & store assets
We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos.
Using AI for Generating Art and assets
Creaiting assets for Steam Page
部分美术资源使用AI辅助
We used AI-generated images as a basis for some of the images on the store page and made manual modifications
Some 3D models and textures are generated by AI.
Some background textures were created or upscaled using generative tools to support the solo development process.
AI was used for generating in-game content icon images.
I used AI to make some decorative images and pop up ads for my game, saving time and adding style.
Pre-rendered images of some products, and store page, were AI generated.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality.
AI assists in concepting, programming and directing this solo project.
The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content.
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
Some of the art assets in this game are AI-generated.
AI-generated content used only for Steam capulse image.
We utilised AI for concept art and UI assets.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
The puzzle pictures in the game and the promotional videos in the store are all generated by AI.
game’s logo were created using generative AI
Some cutscenes and the game title are AI-generated images.
AI was used for localization, as well as some images
Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans.
Some of the artwork in this game was created using AI.
Some images in the game are created by generative AI.
Portions of the game's art assets were created using AI and then manually modified to finalize them.
This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code.
Psychedelic Dream does not use artificial intelligence as an interactive feature for the player. The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static. Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game. In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves.
In game skill icons. Steam capsules background base images.
AI tools have been used to generate concepts for key art and visual style explorations.
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Moxie Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Fitly Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Pixelo Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Snaplt Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Relaxing Sudoku and Futoshiki In-game content art | We used IA to generate the background images. | Irigames2009 | - | Mar 18, 2026 | |
Fear of Energy In-game content textart | This game uses AI technology for translations and parts of the logo. | Elistring Studio | - | Mar 18, 2026 | |
Crimson System: VɅΔ Protocol In-game content artaudiocode | I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS. | Slamert Games | - | Mar 18, 2026 | |
Fly to Death: Jump or Die In-game content art | AI used to create graphics in store | PHTCompany | 11 | Mar 18, 2026 | |
Dumpster Diving Simulator In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emre Şahin | - | Mar 18, 2026 | |
Witch Atelier In-game content art | In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images. | Witch Atelier | - | Mar 18, 2026 | |
Cardtonia In-game content artaudio | In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone. | 高手麦克 | - | Mar 18, 2026 | |
VHS \\ Bleach and Bones: Ritual In-game content art | Some textures and visual assets were generated using AI to enhance the game's atmosphere. | GustafValentine | - | Mar 18, 2026 | |
Riruri Tachibana : Reincarnated In-game content arttext | Some textures are used in modified form
Used for translation | OTL GAME | 68 | Mar 18, 2026 | |
Pixel Tank Wars In-game content art | Some Game Assets Were Initially Designed And Planned Manually, Then Generated With Ai Assistance In The Mid-Stages, And Finally Edited Manually Using Relevant Professional Software. The Aim Is To Present The Game'S Vision To Players In A Better Way. | GGOLDBIG | - | Mar 18, 2026 | |
天外来客 In-game content art | Created game icons using AI. | Malingshulaile | - | Mar 18, 2026 | |
Animal Smash Store/marketing art | AI generated library & store assets | Rusty Games | - | Mar 18, 2026 | |
NASCAR 25 In-game content textart | We used AI to generate spotter phrases based upon the voices of real-life NASCAR spotters, with their approval. We also used AI to generate crew member photos. | iRacing.com Motorsport Simulations, LLC | 1.6k | Mar 18, 2026 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
WeedEx: Drug Express Delivery Store/marketing art | Creaiting assets for Steam Page | CGI LAB GAMES | 119 | Mar 18, 2026 | |
Sound of Zen In-game content art | 部分美术资源使用AI辅助 | LingVision Games | - | Mar 18, 2026 | |
Mythic Yi Store/marketing art | We used AI-generated images as a basis for some of the images on the store page and made manual modifications | Equalizer | - | Mar 18, 2026 | |
UNIVERSE SLIME In-game content art | Some 3D models and textures are generated by AI. | Mash Potato | - | Mar 18, 2026 | |
Stackatalbi In-game content art | Some background textures were created or upscaled using generative tools to support the solo development process. | Kupilas Media | - | Mar 18, 2026 | |
Game of Dice In-game content art | AI was used for generating in-game content icon images. | TRALA LAB | 24 | Mar 18, 2026 | |
Fake Tech Tycoon Store/marketing art | I used AI to make some decorative images and pop up ads for my game, saving time and adding style. | M.F.K. | - | Mar 18, 2026 | |
Hotdog: The Videogame Store/marketing art | Pre-rendered images of some products, and store page, were AI generated. | Tenth Horizon Games | 64 | Mar 18, 2026 | |
Little Immortal Cultivator In-game content arttext | Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience. | YiHuan Game | - | Mar 18, 2026 | |
Dracula: The Last Hunt In-game content art | AI was used to create a reference base, enhance images, and generate some individual elements and objects. All outputs were then manually refined and polished by artists. The game also includes AI-generated video content; however, all characters depicted are unique and have been fully hand-polished by the artist to ensure originality and quality. | Crisp App Studio | - | Mar 18, 2026 | |
Throne Alone Dev only codeart | AI assists in concepting, programming and directing this solo project. | Phase Vault | 12 | Mar 18, 2026 | |
BOOSTRUSH In-game content art | The game's store capsule image was created using AI tools. This is limited to promotional artwork only and does not affect the gameplay or in-game content. | Berke Uruş | - | Mar 18, 2026 | |
Ascend and Fall In-game content arttext | Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone. | CRITSURGE | - | Mar 18, 2026 | |
死灵法师(Necromancer) In-game content art | Some of the art assets in this game are AI-generated. | 龙学派猎魔人 | - | Mar 18, 2026 | |
Dockside Dreams – Fish & Cook Simulator Store/marketing art | AI-generated content used only for Steam capulse image. | C51 Games | 22 | Mar 18, 2026 | |
NobleFront In-game content art | We utilised AI for concept art and UI assets. | Cheap Entertainment | - | Mar 18, 2026 | |
Pica Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
TileUp Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Jigzo Store/marketing art | The puzzle pictures in the game and the promotional videos in the store are all generated by AI. | ggame | - | Mar 18, 2026 | |
Number Merge Mania Store/marketing art | game’s logo were created using generative AI | Boogygames Studios | - | Mar 18, 2026 | |
A Dog Story Store/marketing art | Some cutscenes and the game title are AI-generated images. | DIG Games | - | Mar 18, 2026 | |
Doomsday.Inc In-game content textart | AI was used for localization, as well as some images | Tarakan Game Studio | - | Mar 18, 2026 | |
MONSTER WAR In-game content art | Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans. | BMBK Games | 42 | Mar 18, 2026 | |
War of Banners In-game content art | Some of the artwork in this game was created using AI. | Jackto Studios | - | Mar 18, 2026 | |
MusicRunner In-game content art | Some images in the game are created by generative AI. | Sukesan | 19 | Mar 18, 2026 | |
Epoch Cycle In-game content art | Portions of the game's art assets were created using AI and then manually modified to finalize them. | GeometricUniverse | 73 | Mar 18, 2026 | |
Astraphia Store/marketing textart | This game uses AI-generated content created with ChatGPT and Bing Image Creator. AI was used to help write store page text, promotional material, and generate some illustrative images. No AI is used in the game's real-time execution or gameplay code. | Archerforge Studios | - | Mar 18, 2026 | |
Psychedelic Dream In-game content art | Psychedelic Dream does not use artificial intelligence as an interactive feature for the player.
The game contains no systems that allow the player to generate text, images, voices, or any other content through AI. All elements in the game are pre-produced and static.
Any AI-generated images used during development (such as certain backgrounds or textures) are static, manually edited, and not affected by player actions. The player has no direct contact with or influence over any AI system in the game.
In short: The game does not use AI in any way that impacts the player's experience or gives them the ability to generate content themselves. | Veibyn | - | Mar 18, 2026 | |
Auto Grind: Dungeons In-game content art | In game skill icons. Steam capsules background base images. | Masked Meerkat | - | Mar 18, 2026 | |
Shelf Life Store/marketing art | AI tools have been used to generate concepts for key art and visual style explorations. | NeonGhost Studio | - | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 | |
Marshals of Yore In-game content art | Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency. | One Man Horde | 28 | Mar 18, 2026 |