Some 3D models and sound effects in this game were created using generative AI tools.
- Creator
- Madman's Cheese
- Reviews
- 159
- Added
- Sep 22, 2026
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Some 3D models and sound effects in this game were created using generative AI tools.
All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials. The game does not generate AI content during play or connect to external AI services.
AI was used to help generate the store page capsule and background artwork. The visuals are procedurally constructed vector graphics built with AI-assisted code, not raster images from an image-generation model. The wordmark and color palette were designed by the developer.
Generative AI was used during development to create or refine some of the game’s visual assets and music, and to assist with localization. These assets were selected by the developer and edited and adapted as needed. The game does not generate AI content in real time during gameplay.
Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon.
Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets.
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key.
AI was used in the marketing materials for this game.
AI-generated art object
The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance
Some game assets, such as ship and crew images, were created with the help of generative AI tools and subsequently reviewed and edited by the development team.
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.
This game is using AI generated art for some parts of the store page and for some of the 3D-models in game
We use AI tools to assist with creating promotional materials and translations.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and finalized by our development team. This applies to portions of the 2D artwork, such as UI elements, decorative frames, backgrounds, and illustrations, as well as some localized text. All AI-assisted content was pre-generated during development. The live-action video footage features real actors filmed by our production team, and no content is generated by AI during gameplay.
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay.
Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service.
我们使用了AI生成美术资产。剧情无任何AI生成内容。
Some assets is generated with the help of generative AI as well as the translations.
This game includes assets created with generative AI. Artists are working to replace generated content.
The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play.
For text translations and the creation of individual graphics used for marketing and promotional purposes.
We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style.
AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands.
Some images and character audio content were produced using AI.
Some Images Some Sounds MUSIK ICON
Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content.
The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated. The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used. Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used. Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review. Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer. No AI runs while the game is being played.
Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay.
Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made.
Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI.
Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page. These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue.
Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services.
Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original.
The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play.
Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay.
Some of the icons and UI assets in the game are created with the assistance of AI tools.
Used for sound, translation, and some icons
仅仅使用AI来协助制造宣传素材
Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay.
The game used generative AI in the models and UI design
"The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page."
Generative AI was used for some in-game textures, localization, and translation.
Some pre-generated assets in this game (certain artwork/icons/sound effects) were created with the assistance of AI tools and then reviewed and edited by the developer. No content is generated by AI at runtime.
Help in creating images
Help in creating images
Help in creating images
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A Weird Game About Sausage In-game content artaudio | Some 3D models and sound effects in this game were created using generative AI tools. | Madman's Cheese | 159 | Sep 22, 2026 | |
Believe In-game content artaudiotext | All game content was created using generative AI, including visuals, 3D models, textures, music, sound effects, and text. Generative AI was also used to create the store descriptions and marketing materials.
The game does not generate AI content during play or connect to external AI services. | NorrbackaFrans | - | Sep 22, 2026 | |
Missing Link Store/marketing artcode | AI was used to help generate the store page capsule and background artwork. The visuals are procedurally constructed vector graphics built with AI-assisted code, not raster images from an image-generation model. The wordmark and color palette were designed by the developer. | Randy Dyer | - | Sep 22, 2026 | |
取经人 In-game content artaudiotext | Generative AI was used during development to create or refine some of the game’s visual assets and music, and to assist with localization. These assets were selected by the developer and edited and adapted as needed. The game does not generate AI content in real time during gameplay. | SvenFish Games | - | Sep 22, 2026 | |
Framework Zero: Terminal Panic In-game content art | Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon. | Big Dumb Fun Games | - | Sep 22, 2026 | |
Clash of Crests In-game content arttext | Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets. | The Real Z Studios | - | Sep 22, 2026 | |
THE BOY'S WORD In-game content art | Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author. | featherbyte | - | Sep 22, 2026 | |
Voxitect Store/marketing art | Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key. | Voxitect | - | Sep 22, 2026 | |
Scriven Mage Store/marketing arttext | AI was used in the marketing materials for this game. | Lost Our Box | - | Sep 22, 2026 | |
Survival Float Simulator - Crocodile Waters Craft, Raft, Build In-game content art | AI-generated art object | SimulatorMaker Studio | - | Sep 22, 2026 | |
Evergrowing In-game content arttext | The key art and store capsule images were generated with an AI image tool and then revised by hand, and translations were made with AI assistance | Sworeborn | - | Sep 22, 2026 | |
KRONITE VOID In-game content art | Some game assets, such as ship and crew images, were created with the help of generative AI tools and subsequently reviewed and edited by the development team. | MurzaGames | - | Sep 22, 2026 | |
Breadwinner - The Loaf Life Simulator 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. | SoftwareWizard | - | Sep 22, 2026 | |
Dirt Town In-game content art | This game is using AI generated art for some parts of the store page and for some of the 3D-models in game | Skyturns | - | Sep 21, 2026 | |
Popup Clicker In-game content arttext | We use AI tools to assist with creating promotional materials and translations. | LOG51 | - | Sep 21, 2026 | |
The 3AM Convenience Store In-game content arttext | Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and finalized by our development team. This applies to portions of the 2D artwork, such as UI elements, decorative frames, backgrounds, and illustrations, as well as some localized text. All AI-assisted content was pre-generated during development. The live-action video footage features real actors filmed by our production team, and no content is generated by AI during gameplay. | SKYPLUS | - | Sep 21, 2026 | |
AfterRoach In-game content art | Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game. | Gavlt | - | Sep 21, 2026 | |
Bressnath In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 21, 2026 | |
The Demon Lurking in Osaka Castle – Episode 1 In-game content arttextcode | Generative AI was used during development for certain supernatural visual elements and pre-rendered video sequences, and to assist with some visual design, UI, localization, code modifications, and limited narrative design. All live-action footage of Osaka Castle Park was filmed on location. No AI-generated content is created during gameplay. | Osaka Games | - | Sep 21, 2026 | |
CURSORLOOM In-game content arttext | Generative AI assisted the creation of pre-made cursor artwork and localized text during development. These assets are included with CURSORLOOM. The application does not generate AI content during use or connect to an external AI service. | Secret X | - | Sep 21, 2026 | |
水浒:无限江山 In-game content art | 我们使用了AI生成美术资产。剧情无任何AI生成内容。 | 梁山工作室 | - | Sep 21, 2026 | |
MORTISCRIPT: Undead Auto Battler In-game content arttext | Some assets is generated with the help of generative AI as well as the translations. | Paper Falcon Games | - | Sep 21, 2026 | |
Finsanity In-game content art | This game includes assets created with generative AI. Artists are working to replace generated content. | Brutus | - | Sep 21, 2026 | |
Myriad Gambit In-game content arttext | The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play. | 李斯成 | - | Sep 21, 2026 | |
Holy Shroom! Store/marketing arttext | For text translations and the creation of individual graphics used for marketing and promotional purposes. | GameWood | - | Sep 21, 2026 | |
HOLD THE COOP! In-game content artaudiotext | We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style. | Tiny Pause | - | Sep 21, 2026 | |
Want a Bomb? In-game content arttext | AI tools assisted in the creation of some 3D models, images, and localized text. These assets are reviewed and refined by the developer to align with the game's visual style and quality standards, with final creative decisions remaining in human hands. | humbledbag | - | Sep 21, 2026 | |
Casino Owner In-game content artaudio | Some images and character audio content were produced using AI. | AKD Studios LLC | - | Sep 21, 2026 | |
Diamonds & Destruction Unclear artaudio | Some Images
Some Sounds
MUSIK
ICON | SIENTURE | - | Sep 21, 2026 | |
One More Ball In-game content artaudio | Generative AI is currently used during development for temporary placeholder music and artwork, including some Steam store page and marketing materials. These assets are temporary and will be replaced before release. The final version of the game and its final store and marketing materials will not use AI-generated content. | Wavebreak Studio | - | Sep 21, 2026 | |
Ammerow: Lands Beyond In-game content audioarttext | The music in Ammerow: Lands Beyond was created with Claude Compose, a bespoke composition system built for this project. Rather than a generative music model, it works like a tireless studio composer: an AI assistant (Anthropic's Claude) writes and runs code that composes each piece note by note — melody, harmony, counterpoint and orchestration derived from music theory — and performs it through real, licensed virtual instruments in a professional DAW (Ableton Live). It then "listens back" by analysing the rendered audio to refine the balance. No generative audio/music model was used, no AI was trained on other artists' recordings, and no track was produced from a prompt. Every note is placed deliberately, and every piece is directed, reviewed and approved by a human. The result is authored, not generated.
The sound effects are an original, human-directed procedural synthesis library. Claude Code assisted in writing custom Python DSP software and individual cue recipes; every waveform was deterministically rendered from mathematical models and recorded seeds. No recordings, performers, samples, stock audio, sample libraries or generative-audio service were used.
Ammerow is designed primarily as a coloured ASCII game. Selected creature, item and shopkeeper illustrations began as AI-generated source images and are converted through a deterministic ASCII-art pipeline. The optional tile mode is a work-in-progress secondary presentation. Its small atlases were programmatically drawn in a custom SDL application using natural-language Codex direction. No generative-image model, inherited tileset, traced artwork or third-party graphical asset was used.
Some narrative, gameplay data and other player-facing material were also developed with AI assistance under human direction and review.
Some Steam marketing backgrounds were created using OpenAI image-generation tools and then selected, reviewed and combined with deterministic Ammerow branding by the developer.
No AI runs while the game is being played. | John Horton | - | Sep 21, 2026 | |
KAEBON In-game content artaudiotext | Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay. | Plozila | - | Sep 21, 2026 | |
Beyond Realm In-game content artaudiotext | Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made. | Power Spike | - | Sep 21, 2026 | |
LUMESPROUT In-game content arttextcode | Generative AI tools were used during development to assist with programming, gameplay and balance systems, mission and narrative text, UI copy, Korean–English localization, and some store and marketing text. Generative AI was also used to create an early pre-rendered concept image for the game's visual direction. The current in-game character and environment artwork, fonts, music, and most sound effects are human-created assets used under their respective licenses. The game does not generate content with AI at runtime, and players cannot submit prompts or interact with generative AI. | Dev Dot | - | Sep 21, 2026 | |
7 days in a little world In-game content artaudiotext | Generative AI tools were used during development to assist with programming, writing in-game dialogue and descriptive text, translation into multiple languages, implementing graphics and sound effects, and creating promotional artwork and descriptions for the Steam store page.
These materials were created and incorporated during development. The game does not use generative AI to create new dialogue, images, or audio during gameplay. The autonomous behavior of residents and monsters, as well as their context-sensitive conversations, is driven by pre-programmed game logic and pre-written dialogue. | kumashin | - | Sep 21, 2026 | |
灵兽问道-MythicalBeast In-game content arttext | Generative AI tools were used during development to assist in creating some visual assets. These assets are included as pre-generated content. AI tools also assisted with store page copy and translations. The game does not generate AI content during gameplay or connect to external AI services. | huabo huang | - | Sep 21, 2026 | |
Eat the Sky In-game content art | Pre-generated content only. Some 2D art assets in the game (planet, star and interface sprites) and the store page capsule artwork were produced using generative AI image tools, then edited, composited, colour-corrected and integrated by hand. No generative AI runs at runtime and no content is generated live during gameplay. All audio is either licensed under Creative Commons with attribution given in-game, or original. | Parahyba Games | - | Sep 21, 2026 | |
De Potrero In-game content textart | The English translation and some store page materials (text and logo artwork) were created with the help of generative AI tools, then reviewed and edited by the developer The original Spanish game text was written by the developer. No AI is used while you play. | Realoid Games | - | Sep 21, 2026 | |
RunGun Riot In-game content artaudio | Generative AI was used to create the game's artwork, music, voices and sound effects, including store and promotional artwork. The game does not generate AI content during gameplay. | Forbidden Fruit Productions | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
Meteors Are Art In-game content audiotextart | Used for sound, translation, and some icons | BaboQuest | - | Sep 21, 2026 | |
至尊传奇之终极必杀 Store/marketing art | 仅仅使用AI来协助制造宣传素材 | 至尊传奇之终极必杀 | - | Sep 21, 2026 | |
Mutiny Island 2: The Pirate's Court In-game content artaudio | Generative AI tools were used during development to assist with creating and refining a limited number of sprites, images, and sound effects. All resulting assets were reviewed, edited where necessary, and approved before inclusion in the game. The game does not generate AI content during gameplay. | Elushis | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 | |
ROLY In-game content art | "The game uses artificial intelligence generation tools to create pre-rendered 2D content, specifically the game's logo and graphic elements for the store page." | Frederico Dos Santos Lima | - | Sep 21, 2026 | |
Alchemist's Books: Sorting the Old Alchemist's Storage In-game content arttext | Generative AI was used for some in-game textures, localization, and translation. | ZeroSeven | - | Sep 21, 2026 | |
Starhold: Last Light In-game content artaudio | Some pre-generated assets in this game (certain artwork/icons/sound effects) were created with the assistance of AI tools and then reviewed and edited by the developer. No content is generated by AI at runtime. | rgyrg | - | Sep 21, 2026 | |
Puzzle Mollusks Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Crustaceans Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Marine Fish Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 |