Generative AI was used to assist with 2D art ideation and localization.
- Creator
- Kyrel
- Reviews
- -
- Added
- Aug 16, 2026
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Generative AI was used to assist with 2D art ideation and localization.
Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision.
Generative AI was used during development to assist with some pre-generated visual artwork. The development team reviewed and curated the AI-assisted artwork before including it in the game. No generative AI content is created during gameplay, and no player data or input is sent to an AI service.
Game logo was generated using Google Gemini.
Generative AI tools were used during development to assist with pre-generated content only. AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models. All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page. The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service.
We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch.
Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI. Some promotional images have been enhanced using AI. Some music tracks have been created with the help of AI.
Generative AI was used to create concept art and UI elements.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly.
Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work. The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets. The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page. The music was created with a generative AI music service under a commercial-use license. The text is written in Japanese and machine-translated into other languages.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
Some images / game code / i18n text
This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings.
Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork. All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion. SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content.
Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay.
Art and some code generated with AI models.
The character skill map and background scene background map use some AI, and the background music uses some AI
AI-generated art object
I used AI to create some of the game art materials and the content of the store pages.
Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Player portrait images were created with the assistance of generative AI tools during development.
Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team. AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
A blend of generative images and photo images were used for hidden object backgrounds.
Some background images and translations in this game were created using AI.
Generative AI tools were used during development to assist with some pre-generated visual assets and with drafting, editing, and localization of text. All AI-assisted content was reviewed, edited, curated, and integrated by the developer before inclusion in the game. No content is generated by AI during gameplay.
Icons and imagery in this game were created with the assistance of AI tools.
The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay.
Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art. All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content. No content is generated by AI while the game is running. All assets are pre-generated and ship as static files.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work. The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools. We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI.
No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork.
Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services.
Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code.
The background images and honeyberrys pictures are pre-rendered AI art.
Generative AI was used during development to create some 2D artwork, specifically cover art and certain in-game officer portraits. These assets were reviewed and integrated by the developer before release. They are pre-generated static files included with the game. The game does not use generative AI at runtime, and no content is generated or modified based on player input.
Some of the visual elements are generated.
Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person. The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play. Some of our store and marketing artwork was AI-assisted and human-curated. No content is generated by AI while you play, and the game never calls out to an AI service.
Some of this game's visual assets (key art, character and hero illustrations, narration video plates) were created with generative image tools under human direction, with manual curation, retouching and compositing. The narrator's voice lines are synthesized speech generated from scripts written and edited by the developer. Some music tracks were created with generative music tools from developer-written prompts. All gameplay systems, code and game design are human-made. The game contains no live AI-generated content: everything was generated during development and reviewed before inclusion.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay.
In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI.
Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images. All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game). Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer. The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Screw It In-game content arttext | Generative AI was used to assist with 2D art ideation and localization. | Kyrel | - | Aug 16, 2026 | |
Another Black Hole Incremental In-game content artaudio | Generative AI was used during development to create in-game 2D visual assets, as well as 2D upgrade icons and sound effects. Generative AI was also used for certain promotional voice-over audio. All generated outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live generative AI or generate content at runtime. Every asset was created under the developer’s creative direction to reflect the developer’s own ideas and artistic vision. | SorinBuildsGames | - | Aug 16, 2026 | |
残明·末路 In-game content art | Generative AI was used during development to assist with some pre-generated visual artwork. The development team reviewed and curated the AI-assisted artwork before including it in the game. No generative AI content is created during gameplay, and no player data or input is sent to an AI service. | 孤灯工作室 | - | Aug 16, 2026 | |
NighClub Manager Simulator Store/marketing art | Game logo was generated using Google Gemini. | OzKay Studios | - | Aug 16, 2026 | |
ZeroPoint In-game content artaudiotext | Generative AI tools were used during development to assist with pre-generated content only.
AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models.
All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page.
The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service. | Aysert Games | - | Aug 16, 2026 | |
Hazardous Employment Dev only art | We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch. | Hazardmere Games | - | Aug 16, 2026 | |
Cubing Forge Store/marketing art | Generative AI tools were used during development to assist with some pre-generated promotional and graphical artwork used for Cubing Forge, including certain Steam store, library, and marketing assets. All AI-assisted content is reviewed, curated, and finalized before publication. Cubing Forge does not use live generative AI during gameplay. | The Wolf Pack Mind | - | Aug 16, 2026 | |
Seleto's in Puzzle Land In-game content art | Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers. | Seleto Ronister Productions | - | Aug 16, 2026 | |
Mombasa Conspiracy In-game content artaudio | Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI.
Some promotional images have been enhanced using AI.
Some music tracks have been created with the help of AI. | Blue Moscow Games | - | Aug 16, 2026 | |
Scrappy TD In-game content art | Generative AI was used to create concept art and UI elements. | Scrappy Games | - | Aug 16, 2026 | |
autocycle-light In-game content artaudiocode | Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime. | redboltz | - | Aug 16, 2026 | |
Konbini Cleanup In-game content art | Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly. | Cleanup Crew! | 66 | Aug 16, 2026 | |
Kaperfahrt In-game content artaudio | Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence. | Kleinod Games | - | Aug 16, 2026 | |
TRAP LAB In-game content art | Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated. | Boohsted | - | Aug 16, 2026 | |
MindGate CornerGet In-game content artaudiotext | The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages. | inkmoon_dev | - | Aug 16, 2026 | |
Axolotl Rangefighters In-game content art | Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay. | Sam Cunningham | - | Aug 16, 2026 | |
鍋與冒險 Unclear artcodetext | Some images / game code / i18n text | CYCLOPS | - | Aug 16, 2026 | |
Ultimate Combat In-game content art | This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings. | Black Belt Games Studio | - | Aug 16, 2026 | |
Signal In-game content art | Generative AI tools were used to create pre-generated visual assets used in the game and its marketing, including the station environment, CRT console artwork, and selected trailer, store, and event artwork.
All outputs were art-directed, edited, composited, and approved by Ruldae before inclusion.
SIGNAL does not use generative AI while the game is running. No player input or personal data is sent to an AI service, and the game contains no live-generated AI content. | Ruldae | - | Aug 16, 2026 | |
Christmas Night: Brothers Store/marketing art | Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay. | Lerove Studios | - | Aug 16, 2026 | |
CARRRDS In-game content artcode | Art and some code generated with AI models. | Owen Collier | - | Aug 16, 2026 | |
Adventure Honor In-game content artaudio | The character skill map and background scene background map use some AI, and the background music uses some AI | Laing Game | - | Aug 16, 2026 | |
Farm Simulator 2026 In-game content art | AI-generated art object | Christopher Ikeda | - | Aug 15, 2026 | |
大凶 (The Doomed Draw) Store/marketing arttext | I used AI to create some of the game art materials and the content of the store pages. | Queen Vampire | - | Aug 15, 2026 | |
Kingsfall:Chess In-game content art | Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay. | Kahuna Studios | - | Aug 15, 2026 | |
Offside Deal: Football At Any Cost In-game content art | Player portrait images were created with the assistance of generative AI tools during development. | Vibekontroll Gaming | - | Aug 15, 2026 | |
Tower Craft In-game content artaudiotext | Tower Craft was developed with AI-assisted tools. All 3D models, animations and sound effects are procedurally generated by code that was written with AI assistance; the interface translations for the game's 14 languages were produced with AI assistance and reviewed by the developer. Store page text and marketing materials were also created with AI assistance. The game does not generate any content with AI at runtime — every battle plays out through deterministic, hand-tuned game logic. | EZY Studios | - | Aug 15, 2026 | |
Out Fishing Dev only arttext | AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team. | Mūn Mūn Games | - | Aug 15, 2026 | |
Thrift Store Treasure Hidden Objects In-game content art | A blend of generative images and photo images were used for hidden object backgrounds. | Seven Sails Games | - | Aug 14, 2026 | |
深夜閲覧 Midnight Reading:Showa Echoes In-game content arttext | Some background images and translations in this game were created using AI. | ZipanGames | - | Aug 14, 2026 | |
Das Hexencafé am Zürichsee: Der letzte Eintrag In-game content arttext | Generative AI tools were used during development to assist with some pre-generated visual assets and with drafting, editing, and localization of text. All AI-assisted content was reviewed, edited, curated, and integrated by the developer before inclusion in the game. No content is generated by AI during gameplay. | Micjam Games | - | Aug 14, 2026 | |
Packpunk In-game content art | Icons and imagery in this game were created with the assistance of AI tools. | Glitch Squirrel | - | Aug 14, 2026 | |
Cardrooms In-game content art | The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay. | DriftVale | - | Aug 14, 2026 | |
EndlessRain In-game content art | Some of the 2D pixel art assets in EndlessRain were created with the assistance of AI-based pixel art generation tools. This includes character and enemy sprites, item and ability icons, and environment art.
All generated assets were reviewed, edited, and assembled by the developer before being included in the game. Code, game design, and game text were written by the developer without AI-generated content.
No content is generated by AI while the game is running. All assets are pre-generated and ship as static files. | airnuri | - | Aug 14, 2026 | |
Gnomekeeper In-game content art | Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work. | Omrune | - | Aug 14, 2026 | |
Petrivore In-game content arttext | Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer. | Tiny Badger | - | Aug 14, 2026 | |
Morgierra: Survivor In-game content art | This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI. | TS Games | - | Aug 14, 2026 | |
TinSpring Soccer In-game content artaudiotext | No live AI generation is used during gameplay. TinSpring Soccer's boards, characters, textures, and sounds are produced procedurally by game code. AI tools were used under developer direction for implementation, localization, and selected store page artwork. | Gaboo Arts Entertainment | - | Aug 14, 2026 | |
MagiMine Orchestra In-game content arttext | Generative AI was used during development to create some pre-generated 2D pixel art assets, including mine backgrounds, ores, and character artwork. Generative AI was also used to assist with some localization text. All generated output was reviewed, selected, and edited by the developer as needed. The game does not generate content during gameplay and does not connect to any external AI services. | Pitagora Games | - | Aug 14, 2026 | |
Corporate Slave In-game content artcode | Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code. | ATK-Play | - | Aug 14, 2026 | |
Sweetie Candy Maze: Azure Honeyberry In-game content art | The background images and honeyberrys pictures are pre-rendered AI art. | Cute Hannah's Games | - | Aug 14, 2026 | |
Wheat Awn: Line Zero In-game content art | Generative AI was used during development to create some 2D artwork, specifically cover art and certain in-game officer portraits. These assets were reviewed and integrated by the developer before release. They are pre-generated static files included with the game. The game does not use generative AI at runtime, and no content is generated or modified based on player input. | doggy brother | - | Aug 14, 2026 | |
Pegs of Hell Unclear art | Some of the visual elements are generated. | WOMBEX Games | - | Aug 14, 2026 | |
Green vs Tan In-game content artaudio | Green vs Tan was built with AI-assisted development tools under human direction. Every design decision was made and reviewed by a person.
The art you see while playing is not shipped as image files. The soldiers, vehicles, carpet and bosses are drawn procedurally by the game's own code, and the sound effects are synthesized as they play.
Some of our store and marketing artwork was AI-assisted and human-curated.
No content is generated by AI while you play, and the game never calls out to an AI service. | Corkscrew Games | - | Aug 14, 2026 | |
Xenobiome Command In-game content artaudiotext | Some of this game's visual assets (key art, character and hero illustrations, narration video plates) were created with generative image tools under human direction, with manual curation, retouching and compositing. The narrator's voice lines are synthesized speech generated from scripts written and edited by the developer. Some music tracks were created with generative music tools from developer-written prompts. All gameplay systems, code and game design are human-made. The game contains no live AI-generated content: everything was generated during development and reviewed before inclusion. | Gergo Nagy | - | Aug 14, 2026 | |
The Last Color Dev only artcode | The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running. | Devmode | - | Aug 14, 2026 | |
Portrise Idle In-game content art | Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay. | baldgames | - | Aug 14, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
NodeFantasy~管理型RPG~ arttext | This game uses generative AI tools in parts of its development, including Pixellab, PixAI,claude.ai, ChatGPT, and Gemini AI. | 倦怠期 | - | Aug 14, 2026 | |
HORDELIGHT In-game content artaudio | Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images.
All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game).
Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer.
The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing. | AGAMED GAMES | - | Aug 14, 2026 |