Generative AI used for Audio narration
- Creator
- Refx7 Games
- Reviews
- -
- Added
- Sep 4, 2026
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Generative AI used for Audio narration
Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime.
Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service.
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles.
Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic. Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
部分背景音乐由人工智能生成。
Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design.
AI-assistive tools were used for development support, including prototyping, coding, testing, documentation, and workflows; all player-facing creative content such as Art, UI, VFX, music, voice acting, and marketing materials was created by human developers and artists.
Some of the art scenes and music in this game are created using AI assistance.
This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay.
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance. Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision. The game design, systems, world-building, and writing are entirely human-made. Automotive Empire is the product of one person's vision, built with the best tools available today.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
Generative AI was used in the creation of the background images and certain sound elements of this game.
Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
AI tools were used for the sound effects used in the game.
Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine.
AI voice generation software was used to synthesize specific voice lines for characters within the game.
**Pre-Generated AI Content** Generative AI tools were used during development to assist in creating some of the pre-generated content included in the game. The AI-assisted content includes images, music, written text, and translations. All AI-assisted content was generated before release and is included in the game as fixed assets or data. The developer reviewed, selected, edited, and integrated the content before including it in the product. No content is generated by AI while the game is running. The developer reviewed the included content and only incorporated material believed to have the necessary rights for distribution. Third-party copyrighted characters, trademarks, or other protected material were not intentionally requested or included. **Live-Generated AI Content** The game does not use live-generated AI. It does not connect to any generative AI service or generate AI-assisted content while the game is running.
Some images and audio assets are AI‑generated.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release. This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Ai was instrumental is creating the music and sound effects for FARMY and will continue to be used for more audio content as the game grows.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay. I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand. The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting. No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input.
Elya uses generative AI to provide optional real-time character conversations, voice interactions, and other AI-assisted companion features. Users may connect supported third-party AI services or configure their own compatible providers. AI-generated content is produced dynamically based on user input and character settings.
Generative AI tools were used during development to assist with the creation of [artwork, voice audio, text, and localization]. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Resolution upscaling, fictive product ads, some of the voiceovers
"Some art assets, music, and sound effects in this game were created with the assistance of generative AI."
This game includes some pre-generated AI-assisted visual and audio content. It does not use live AI generation at runtime
Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used. Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno. Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects. The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine. Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play.
AI helps me create textures or sounds.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI.
Some 3D models and sounds were made with AI tools.
This game uses AI for background music generation and localization.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime.
Some images and music were made with the help of AI.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Free Company In-game content audio | Generative AI used for Audio narration | Refx7 Games | - | Sep 4, 2026 | |
Click Start In-game content artaudio | Generative AI tools were used during development to enhance and refine selected existing in-game artwork and music. These assets were not generated from scratch; AI was used only as part of the editing and improvement process. All AI-assisted outputs were reviewed and approved by the developer. The game does not generate AI content at runtime. | Tech-AM Studio | - | Sep 4, 2026 | |
HELL IS FUEL In-game content arttextaudiocode | Parts of this game were made with the help of generative AI tools. AI assistance was used for the source code, the in-game and store text, the store and library artwork, and the music and sound effects. Everything generated was reviewed and edited by the developer before it shipped. Nothing is generated while you play: the game ships fixed assets and makes no calls to any AI service. | GlobalTech LLC | - | Sep 4, 2026 | |
Train Party In-game content artaudiotextcode | This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product. | PTLH | - | Sep 4, 2026 | |
ASCII Dungeon Crawl In-game content audioart | AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles. | Andrew Bellinger | - | Sep 4, 2026 | |
Idle Misadventures In-game content artaudio | Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic.
Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score. | Double Trouble Games | - | Sep 4, 2026 | |
Neural Defense In-game content audioarttextcode | Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release. | Synapse Game Studios | - | Sep 4, 2026 | |
无名作 In-game content audio | 部分背景音乐由人工智能生成。 | 单刀双掷 | - | Sep 4, 2026 | |
Eternal Rift Defense In-game content artaudiocode | Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design. | MagmaBear Games | - | Sep 4, 2026 | |
Maneater 2 Dev only artaudiotextcode | AI-assistive tools were used for development support, including prototyping, coding, testing, documentation, and workflows; all player-facing creative content such as Art, UI, VFX, music, voice acting, and marketing materials was created by human developers and artists. | Tripwire Interactive | - | Sep 3, 2026 | |
幻世英雄传说 In-game content artaudio | Some of the art scenes and music in this game are created using AI assistance. | 唐汉昌荣工作室 | - | Sep 3, 2026 | |
Archechord In-game content artaudiocode | This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay. | ArcheprismStudio | - | Sep 3, 2026 | |
Automotive Empire In-game content artaudiocode | Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today. | ANMGP Studio | - | Sep 3, 2026 | |
LUCK IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 3, 2026 | |
Century of Conquest In-game content artaudiotext | Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime. | Jiye Mingniao Games | - | Sep 3, 2026 | |
Solitaire: Kingdom in Chains In-game content artaudiocode | Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play. | Big Bro Studios | - | Sep 3, 2026 | |
INKBORN In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Sep 3, 2026 | |
Basement10 In-game content artaudiotext | This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay. | Solo Developing | - | Sep 3, 2026 | |
PERIHELIA In-game content audio | The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement. | Miroslav Hrnčíř | - | Sep 3, 2026 | |
Auto Squad RPG In-game content artaudio | Generative AI was used in the creation of the background images and certain sound elements of this game. | Sena Interactive | - | Sep 3, 2026 | |
Tracked In-game content artaudio | Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services. | Paper Node Games | - | Sep 3, 2026 | |
ONE STEP WAR In-game content artaudiotext | During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay. | 林栖者游戏 | - | Sep 3, 2026 | |
Guildfire In-game content arttextaudio | Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime. | Carlos Zúñiga | - | Sep 3, 2026 | |
Uga Buga! In-game content audio | AI tools were used for the sound effects used in the game. | Artaryn Studios | - | Sep 3, 2026 | |
4:12 AM Live AI artaudio | Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine. | findrr_base | - | Sep 3, 2026 | |
Cycle 8: The Laundromat Anomaly In-game content audio | AI voice generation software was used to synthesize specific voice lines for characters within the game. | Null State Games | - | Sep 3, 2026 | |
Last Civilization: Inherited Flame In-game content artaudiotext | **Pre-Generated AI Content**
Generative AI tools were used during development to assist in creating some of the pre-generated content included in the game. The AI-assisted content includes images, music, written text, and translations.
All AI-assisted content was generated before release and is included in the game as fixed assets or data. The developer reviewed, selected, edited, and integrated the content before including it in the product. No content is generated by AI while the game is running.
The developer reviewed the included content and only incorporated material believed to have the necessary rights for distribution. Third-party copyrighted characters, trademarks, or other protected material were not intentionally requested or included.
**Live-Generated AI Content**
The game does not use live-generated AI. It does not connect to any generative AI service or generate AI-assisted content while the game is running. | Wis | - | Sep 3, 2026 | |
HauntedHouseNO14 audio | Some images and audio assets are AI‑generated. | YouYi Studio | - | Sep 3, 2026 | |
SpaceBuddies In-game content artaudio | SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play. | The Weekend Company | - | Sep 3, 2026 | |
FARMY In-game content audio | Ai was instrumental is creating the music and sound effects for FARMY and will continue to be used for more audio content as the game grows. | Firedanger | - | Sep 3, 2026 | |
Fortress Breaker In-game content artaudio | AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools. | 256pub | - | Sep 3, 2026 | |
Tumble: A Cozy Dice Roguelite In-game content artaudiotext | Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind. | Colin Bish | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
Final Night Firefight In-game content artaudio | Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay. | Avanti Stark | - | Sep 3, 2026 | |
Three Kingdoms Born In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, and subsequently reviewed, edited, and refined by the developer. The game does not feature live or runtime generative AI during gameplay and does not generate content based on player input. | Project Dragon | - | Sep 3, 2026 | |
Elya Live AI textaudio | Elya uses generative AI to provide optional real-time character conversations, voice interactions, and other AI-assisted companion features. Users may connect supported third-party AI services or configure their own compatible providers. AI-generated content is produced dynamically based on user input and character settings. | Elya | - | Sep 3, 2026 | |
VIRSTEX ENDSTRAIN In-game content artaudiotext | Generative AI tools were used during development to assist with the creation of [artwork, voice audio, text, and localization]. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay. | MOSAIC CAT | - | Sep 3, 2026 | |
Lost Budapest In-game content artaudio | Resolution upscaling, fictive product ads, some of the voiceovers | Lost Budapest | - | Sep 3, 2026 | |
Sometime Again In-game content artaudio | "Some art assets, music, and sound effects in this game were created with the assistance of generative AI." | 因遇制作组 | - | Sep 3, 2026 | |
The Burrow Takes Heaven In-game content artaudio | This game includes some pre-generated AI-assisted visual and audio content. It does not use live AI generation at runtime | Group Link: https://steamcommunity.com/groups/beardoandsonogames | - | Sep 3, 2026 | |
Pocket Pawns In-game content artaudiotext | Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used.
Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno.
Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects.
The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine.
Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play. | Pocket Pawn Games | - | Sep 3, 2026 | |
The Old Forge In-game content artaudio | AI helps me create textures or sounds. | ToF Studio | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
穿越火焰 Pass Thru Fire In-game content audioart | Some of the game's background music was created using generative AI, and a very small portion of the visuals underwent refinement or fine-tuning using generative AI. | 方郎 | - | Sep 3, 2026 | |
Honest Work In-game content artaudio | Some 3D models and sounds were made with AI tools. | Coldframe Studios | - | Sep 3, 2026 | |
WATT FUR? Animal Power Plant In-game content audiotext | This game uses AI for background music generation and localization. | Mimosa Works | - | Sep 3, 2026 | |
Starfall Samurai In-game content audiotext | This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team. | YANCHA GAMES | - | Sep 3, 2026 | |
Crashborn In-game content artaudio | Some of Crashborn's art, audio and base 3D models were created with generative AI tools and edited by hand. They are placeholders being replaced with work from dedicated artists ahead of the 1.0 release. The game does not generate content at runtime. | Rukium Labs | - | Sep 3, 2026 | |
Do you remember? In-game content artaudio | Some images and music were made with the help of AI. | Voider Games | - | Sep 3, 2026 | |
DashBreaker In-game content artaudiotext | Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running. | sagelab | - | Sep 3, 2026 |