Generative artificial intelligence is used to speed up work with texts, sounds, and images.
- Creator
- Vladyslav Fomenko
- Reviews
- -
- Added
- Aug 17, 2026
Public Steam disclosure research 25,508 disclosures tracked
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Interactive or runtime AI features disclosed by the developer.
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Generative artificial intelligence is used to speed up work with texts, sounds, and images.
This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play.
This game was made by a two-person team specializing in storytelling. The entire narrative, all gameplay systems, UI, animations, core sound and game design were built entirely by our team. AI was used to generate some of audio and graphical assets due to the limited resources. Scenario was originally written in Ukrainian language, so translations might have minor mistakes. Thank you for your understanding.
The game uses various AI models for: - voice-over - images - the intro/video
Game voice acting and image
Background music for this game was created with the help of generative AI tools.
Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.
Artificial intelligence was used for the images, sounds, music, and the store page.
AI Generated Content Disclosure The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay. Music: The in-game music was produced using Suno, an AI music-generation tool. Art: Some visual assets were created with the assistance of AI image-generation tools. Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging. All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
AI tools were used to create some of the game's artwork, UI elements, backgrounds, music and sound effects. Visual effects generally combine or modify multiple generated assets, while sound effects are edited and layered from multiple generated sounds. Some generated artwork, including backgrounds and UI elements, is used largely as originally created. No AI content is generated during gameplay.
Pixel art, sound and music via AI tools, curated by the developer. No AI is present during gameplay.
All video, voice and music content in this game was pre-generated using AI tools under full human direction. The story, characters, dialogue, game design, editing and code are original work by a solo developer. No content is generated while the game is running; players only ever see pre-produced, human-reviewed material.
Some sound effects and visual assets in the game were created with the assistance of generative AI tools.
Generative AI tools were used during development to assist with the creation of some voice-over content, images, and written content. All AI-assisted content was generated and reviewed by the developer before being included in the game or its promotional materials. No generative AI is used during gameplay.
Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork.
Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay.
Generative AI tools were used during development to create pre-generated content included in the game. Suno AI was used to create the music tracks under a paid commercial-use plan. AI-assisted tools were also used to help create some 3D and environmental assets, as well as localization text. All outputs were reviewed, edited, and integrated by the developer before release. The game does not generate AI content during gameplay and does not connect to any generative AI service at runtime.
During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization. All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input.
Generative AI tools were used during development to assist with programming and Unreal Engine Blueprint creation, the creation of some 3D assets, selected music and audio, and some promotional artwork and marketing materials. AI-generated content is reviewed and edited by the development team before use. The game does not generate AI content during gameplay.
Some textures and audio assets were created using generative AI tools and then reviewed and edited by the developer. The game does not generate AI content during gameplay.
The character voices used in the game were generated by artificial intelligence.
This game uses generative AI for the following: Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI. Music: planned to be AI-generated (not yet implemented). Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me. Store page and marketing images also include AI-generated elements.
Some content was created with the help of neural networks; all materials were reviewed and edited by hand. The game does not generate anything with AI at runtime.
All music is human-made. AI was used for art, sound effects, and programming.
During development, AI was used to refine some fixed ASCII pixel-art data and portions of the code-defined sound data embedded in the game's C# source. Deterministic rendering and synthesis functions convert this fixed data into sprites and audio at runtime. Some Steam store images use renders of the same sprites. No generative AI is used while the game is running. The game does not contact an AI service, generate AI content during play, or send player input to an AI service.
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
I'm not a professional game developer or artist. Making my own game had been a dream for years, but I never knew how to turn that dream into reality. Generative AI became the tool that finally made it possible. With its help, I created many of the game's visual and audio assets, including item, UI, skill, and module icons, character portraits, ships, space stations, backgrounds, the game icon, the Steam store artwork, and some of the sound effects. It also assisted me with programming. But Star Corsairs is not a game that AI simply generated. Every asset was reviewed, rejected, refined, or replaced until it matched the vision I had in mind. Every gameplay system was designed, tested, and reworked repeatedly until it felt right. The economy, ship balance, pirate AI, combat, and progression were all shaped through countless hours of playtesting and manual iteration. The story, world, and all of the writing were created by me. Without generative AI, this game would probably never have existed. But without the countless creative decisions, revisions, and work behind every part of it, Star Corsairs wouldn't exist either.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text localization into non-English languages is AI-assisted and reviewed by the developer. A planned voice for one character will use AI speech generation. All game design, level design, code, gameplay systems, and the English text are human-made.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Music composed in Udio studio
Used in enhancing visuals, audio and increasing gameplay performance
The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional.
Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay.
This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay.
AI was used to generate music and game store art.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
HyperION DAW uses generative AI only for optional music and audio-production features. Depending on the installed local model and enabled feature, users may generate instrumental audio, sound effects, MIDI ideas, and related production material. Generated results remain editable inside the DAW and can be inserted into an arrangement, mixed, exported, or discarded. The application does not generate visual, adult, hateful, violent, or explicit text content. Users are responsible for reviewing generated material and ensuring that their use complies with applicable laws, licenses, provider terms, and copyright requirements. HyperION does not guarantee that generated material is free from third-party claims.
Some of this game's graphics and audio assets were created using AI tools.
AI-powered graphic and music generation
AI was used to help generate artwork, sounds and code for this game.
All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game.
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 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.
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.
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.
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.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Virazh: FPV Drone Racing Unclear textaudioart | Generative artificial intelligence is used to speed up work with texts, sounds, and images. | Vladyslav Fomenko | - | Aug 17, 2026 | |
Gridiron Manager 2026 In-game content artaudiotext | This game uses generative AI to assist in producing some in-game text (such as news articles, in-game emails, and flavor text), 2D visual assets (such as player portraits, icons, and background art), and audio (background music and user interface sound effects). All AI-assisted content is generated during development and reviewed before release; the game does not generate content while you play. | Plotfun | - | Aug 17, 2026 | |
Phantom In-game content artaudio | This game was made by a two-person team specializing in storytelling. The entire narrative, all gameplay systems, UI, animations, core sound and game design were built entirely by our team. AI was used to generate some of audio and graphical assets due to the limited resources. Scenario was originally written in Ukrainian language, so translations might have minor mistakes. Thank you for your understanding. | Prioplot Games | - | Aug 17, 2026 | |
TANKS Total Destruction In-game content audioart | The game uses various AI models for:
- voice-over
- images
- the intro/video | 2DevStudio | - | Aug 17, 2026 | |
HITLER WAIFU 2 In-game content audioart | Game voice acting and image | Who We Are Games | - | Aug 17, 2026 | |
Sticks & Strings In-game content audio | Background music for this game was created with the help of generative AI tools. | Y-Axis Games LLC | - | Aug 16, 2026 | |
Starlathe In-game content artaudio | Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion. | Astraeon Interactive | - | Aug 16, 2026 | |
The Last Match In-game content artaudio | Artificial intelligence was used for the images, sounds, music, and the store page. | Montee Games | - | Aug 16, 2026 | |
LINK IT In-game content audioartcode | AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game. | HuntForge | - | Aug 16, 2026 | |
Genome Fracture In-game content artaudio | AI tools were used to create some of the game's artwork, UI elements, backgrounds, music and sound effects. Visual effects generally combine or modify multiple generated assets, while sound effects are edited and layered from multiple generated sounds. Some generated artwork, including backgrounds and UI elements, is used largely as originally created. No AI content is generated during gameplay. | Rising Ash Studios | - | Aug 16, 2026 | |
Journey TD In-game content artaudio | Pixel art, sound and music via AI tools, curated by the developer.
No AI is present during gameplay. | Christian Forner | - | Aug 16, 2026 | |
THE FIFTH MASK In-game content artaudiotext | All video, voice and music content in this game was pre-generated using AI tools under full human direction. The story, characters, dialogue, game design, editing and code are original work by a solo developer. No content is generated while the game is running; players only ever see pre-produced, human-reviewed material. | KafamaGore Games | - | Aug 16, 2026 | |
Project: Fractunum In-game content artaudio | Some sound effects and visual assets in the game were created with the assistance of generative AI tools. | Avalorix Interactive | - | Aug 16, 2026 | |
Grand Snow Rider In-game content audioarttext | Generative AI tools were used during development to assist with the creation of some voice-over content, images, and written content. All AI-assisted content was generated and reviewed by the developer before being included in the game or its promotional materials. No generative AI is used during gameplay. | DASH | - | Aug 16, 2026 | |
YellowJacket In-game content audio | Generative AI was used in the creation of BFX/SFX audio assets. No generative AI was used for the game's artwork. | BusyPotato | - | Aug 16, 2026 | |
Moonhollow In-game content artaudio | Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay. | Questfinity | - | Aug 16, 2026 | |
修行~shugyo~ In-game content audioarttext | Generative AI tools were used during development to create pre-generated content included in the game. Suno AI was used to create the music tracks under a paid commercial-use plan. AI-assisted tools were also used to help create some 3D and environmental assets, as well as localization text. All outputs were reviewed, edited, and integrated by the developer before release. The game does not generate AI content during gameplay and does not connect to any generative AI service at runtime. | destination_68 | - | Aug 16, 2026 | |
Memento Resonance In-game content artaudiotext | During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization.
All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input. | Lipcat Games | - | Aug 16, 2026 | |
Backrooms: Misstep In-game content artaudiocode | Generative AI tools were used during development to assist with programming and Unreal Engine Blueprint creation, the creation of some 3D assets, selected music and audio, and some promotional artwork and marketing materials. AI-generated content is reviewed and edited by the development team before use. The game does not generate AI content during gameplay. | stonystudios | - | Aug 16, 2026 | |
Bat Flapper In-game content artaudio | Some textures and audio assets were created using generative AI tools and then reviewed and edited by the developer. The game does not generate AI content during gameplay. | Dark Cave Games | - | Aug 16, 2026 | |
Carnage Mania In-game content audio | The character voices used in the game were generated by artificial intelligence. | Gensart | - | Aug 16, 2026 | |
安平 An-pêng In-game content artaudiotext | This game uses generative AI for the following:
Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI.
Music: planned to be AI-generated (not yet implemented).
Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me.
Store page and marketing images also include AI-generated elements. | 灰森 Grayson.TW | - | Aug 16, 2026 | |
Descry In-game content arttextaudio | Some content was created with the help of neural networks; all materials were reviewed and edited by hand. The game does not generate anything with AI at runtime. | BigTop | - | Aug 16, 2026 | |
Rogue Space Convoy In-game content artaudio | All music is human-made.
AI was used for art, sound effects, and programming. | Delti LLC | - | Aug 16, 2026 | |
Dream Draw Dungeons In-game content artaudiocode | During development, AI was used to refine some fixed ASCII pixel-art data and portions of the code-defined sound data embedded in the game's C# source. Deterministic rendering and synthesis functions convert this fixed data into sprites and audio at runtime. Some Steam store images use renders of the same sprites.
No generative AI is used while the game is running. The game does not contact an AI service, generate AI content during play, or send player input to an AI service. | Vegoya Studio | - | Aug 16, 2026 | |
IJIN: History Survivors In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization. | SF Create | - | Aug 16, 2026 | |
Star Corsairs: Fractured Frontier In-game content artaudiocode | I'm not a professional game developer or artist. Making my own game had been a dream for years, but I never knew how to turn that dream into reality. Generative AI became the tool that finally made it possible.
With its help, I created many of the game's visual and audio assets, including item, UI, skill, and module icons, character portraits, ships, space stations, backgrounds, the game icon, the Steam store artwork, and some of the sound effects. It also assisted me with programming.
But Star Corsairs is not a game that AI simply generated. Every asset was reviewed, rejected, refined, or replaced until it matched the vision I had in mind. Every gameplay system was designed, tested, and reworked repeatedly until it felt right. The economy, ship balance, pirate AI, combat, and progression were all shaped through countless hours of playtesting and manual iteration. The story, world, and all of the writing were created by me.
Without generative AI, this game would probably never have existed. But without the countless creative decisions, revisions, and work behind every part of it, Star Corsairs wouldn't exist either. | Tagir Nabiullin | - | Aug 16, 2026 | |
One More Volley In-game content arttextaudio | Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made. | Odyssey Orbit Studio | - | Aug 16, 2026 | |
Dustium In-game content audioart | Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration. | TeamAnchor | - | Aug 16, 2026 | |
Twin-stick Japanese In-game content audio | Music composed in Udio studio | Top Kicker | - | Aug 16, 2026 | |
Neon Breaker: Endless Arcade Unclear artaudio | Used in enhancing visuals, audio and increasing gameplay performance | Roy Massaad | - | Aug 16, 2026 | |
The Previous Owner In-game content artaudiotext | The Previous Owner uses generative AI as an assistive tool under human art direction and editorial control. The game's painted artwork — scene plates, room and prop textures, character and portrait art, the found photographs, the book spreads and the store art — was pre-generated with generative image tools, then curated, keyed, composited and hand-corrected by the developer; a small number of props are AI-generated 3D meshes, and some looping scene animations are AI-generated video. Music and sound effects are pre-generated with AI tools and edited by the developer. The narrative text is human–AI co-written under the author's direction and human-edited; the story, its structure and the game design are the author's. Everything ships pre-rendered in the build — the game generates nothing live during play. No real people are depicted; every character, book, photograph and document in the game is fictional. | 3Cats Studio | - | Aug 16, 2026 | |
Wake Inside In-game content artaudio | Generative AI tools were used during development to assist with the creation of selected pre-generated assets, including visual artwork, character assets, music, and sound effects. These tools were used as part of the development workflow, while the game's design, direction, gameplay systems, implementation, level design, and final integration were created and curated by the developer. No generative AI is used to create new content during gameplay. | Casual Cat Games | - | Aug 16, 2026 | |
Stay in Your Lane In-game content artaudio | This game includes pre-generated artwork and music created with the assistance of generative AI. All generated content was reviewed and curated by the developer. The game does not generate AI content during gameplay. | Sol Elan | - | Aug 16, 2026 | |
GemSlasher In-game content artaudiotext | Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay. | UneGames | - | Aug 16, 2026 | |
Questing: A Tick's Tale In-game content audioart | AI was used to generate music and game store art. | John F Montgomery II | - | Aug 16, 2026 | |
Zero Viewers In-game content artaudio | Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game. | Monya Studio | - | Aug 16, 2026 | |
舍 In-game content artaudio | The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay. | Kick Rooster Game Studio | - | Aug 16, 2026 | |
Vibin' & Survivin' In-game content artaudiocode | As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay! | GoudaGames | - | Aug 16, 2026 | |
HyperION DAW In-game content audio | HyperION DAW uses generative AI only for optional music and audio-production features. Depending on the installed local model and enabled feature, users may generate instrumental audio, sound effects, MIDI ideas, and related production material. Generated results remain editable inside the DAW and can be inserted into an arrangement, mixed, exported, or discarded.
The application does not generate visual, adult, hateful, violent, or explicit text content. Users are responsible for reviewing generated material and ensuring that their use complies with applicable laws, licenses, provider terms, and copyright requirements. HyperION does not guarantee that generated material is free from third-party claims. | Onur Muhammet Karadereli (Feo Matif) | - | Aug 16, 2026 | |
BokoBoko Strike In-game content artaudio | Some of this game's graphics and audio assets were created using AI tools. | KANOTYPE | - | Aug 16, 2026 | |
Tower Legends In-game content artaudio | AI-powered graphic and music generation | Saradoc Games | - | Aug 16, 2026 | |
Peolesa In-game content artaudiocode | AI was used to help generate artwork, sounds and code for this game. | groemer05 | - | Aug 16, 2026 | |
Checkmate Rush In-game content textaudio | All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game. | Opal Labs | - | 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 | |
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 | |
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 | |
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 | |
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 | |
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 |