AI tools are used to assist in development, including code, writing, art, and sound effects
- Creator
- Idleforge Games
- Reviews
- -
- Added
- Aug 11, 2026
Public Steam disclosure research 25,508 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI tools are used to assist in development, including code, writing, art, and sound effects
The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow.
Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
Some of the art and audio assets in Dokaebi Gate were created using generative AI tools, then processed and edited by hand before shipping. This covers equipment and item icons, some VFX textures, sound effects and background music, and a portion of the 3D enemy and environment models. Artwork used on this store page is included as well. No AI runs while you play. Nothing is generated live during gameplay, and no player input or data is sent to any AI service. Game design, code, balance, and all writing are human-authored.
The game's main soundtrack was created using generative AI. The game's promotional capsule artwork was also created with the assistance of generative AI. All other gameplay, programming, game design, pixel art, animations, visual effects, sound effects, UI, and game content were created by the developer.
AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :)
本游戏包含预先生成的 AI 内容:全部 CG、立绘与商店宣传美术由 AI 图像工具生成,背景音乐由 AI 音乐工具生成,均经人工筛选与修整。剧情大纲、人物与全部情感内核由作者本人创作,行文借助 AI 润色并经人工逐句审校。游戏不包含任何实时生成的 AI 内容。
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music. All final assets have undergone a process of editing, refinement, and review by human creators.
Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay.
Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
This game uses artificial Intelligence to render some of the games artwork, such as 2D sprites and sound effects. I've always loved the idle genre, AI has finally allowed me to create a game even with my somewhat limited artistic abilities.
The music in the store page trailer was AI-generated; no AI-generated content appears in the game itself. All images, texts, and sounds, were created by real humans.
The game contains a few voice lines that where generated using a text-to-speech service. I assume this service used some sort of gen-AI. For some translations an AI was used for proofreading.
Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself. Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people.
Pre-generated AI content: Character voice-over audio was generated using ElevenLabs, and the crow image used in the game's logo was generated using Google Flow. These assets are pre-generated and included in the game; no AI content is generated dynamically during gameplay.
Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Precinct 2099 uses generative AI as a production tool. Part of the visual material (backgrounds, character art and store images) and the music were created with AI tools and then selected, edited and art-directed by hand by our team. Some of the localisation work is AI-assisted. The story, script, characters and game design are written by humans. The game does not generate any content live while you play: everything ships pre-generated with the build.
Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance. Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play.
Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running.
This whole game exists because I wondered whether, with these tools, I could actually make one. Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials. The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers. I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
Deepclaim was made by a solo developer working with an AI coding assistant (Anthropic's Claude). The AI assisted in writing the game's code, which draws all of the game's visuals procedurally at runtime (the game ships with no image files) and synthesizes all of its audio procedurally (no audio files). AI assistance was also used for some in-game text, the Steam store page description, and the store/marketing capsule images. All AI-assisted output was directed, reviewed, and edited by the developer.
- sound effects - male/female speeches - some UI elements - models (character)
Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content.
Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay.
AI-assisted content is created during development, reviewed and hand-curated by the team before it ships; nothing is generated live during gameplay.
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
No AI-generated images and I made all the music by hand. Some text may be translated with AI.
This game uses generative artificial intelligence in part to improve development efficiency. It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages. However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI).
The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI.
Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used. No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance.
Some visual assets and music in Buzzoria were created with the assistance of generative AI tools.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
[Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
Nexus Ascendant contains pre-generated content created with the assistance of generative AI tools during development. This includes portions of the character and environment artwork, animated visual assets, user-interface graphics, gameplay textures, narrative writing, Japanese voice audio, and marketing materials. All AI-assisted content was selected, edited, reviewed, and integrated by the developer before inclusion. The game does not generate AI content during gameplay or transmit player data to generative AI services.
This game contains visual and audio assets that were generated using AI tools.
I used Grok CLI for coding and all sprite generation. I use AI to debug. There are AI generated videos in the tutorial sections. AI was used to implement sound and music as well as menu assets and backgrounds. No AI LLM is in the game. There is no real time AI asset generation or LLM streaming.
Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated.
Generative AI was utilized to compose the background music for this game. I instructed the AI to use string instruments, explained the overall mood of the game, and requested royalty-free music
AI-generated content in Pin a Million: - Music: All in-game music tracks were created using generative AI (Suno). - Icons: The icon artwork on Peg and Perk cards was generated using AI tools. All on-board gameplay effects, animations, and visuals are hand-coded and rendered procedurally at runtime (no AI-generated content).
AI was used to assist in the generation of music, and some art assets.
All this game images and sounds are generated with the help of IA tools.
Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal.
Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime.
AI tools were used to create certain loading screen images, background music and music for the game trailer. All of these Assets were reviewed and modified as necessary to ensure they comply with copyright and content guidelines.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lowbar Legends In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Aug 11, 2026 | |
Froggous Grove In-game content audio | The game's music was generated using an AI tool (Suno), then selected and mixed by me. Everything else — 3D models, textures, animations, sound effects, text and code is handmade. My goal is to replace it with original compositions from a human artist as soon as sales allow. | Bloom³ | - | Aug 11, 2026 | |
Watch Party: Watch the web together In-game content artaudio | Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime. | Strangeloop Interactive | - | Aug 11, 2026 | |
도깨비문 In-game content artaudio | Some of the art and audio assets in Dokaebi Gate were created using generative AI tools, then processed and edited by hand before shipping. This covers equipment and item icons, some VFX textures, sound effects and background music, and a portion of the 3D enemy and environment models. Artwork used on this store page is included as well.
No AI runs while you play. Nothing is generated live during gameplay, and no player input or data is sent to any AI service. Game design, code, balance, and all writing are human-authored. | NonSugar | - | Aug 11, 2026 | |
Hordebane: Last Hope In-game content audioart | The game's main soundtrack was created using generative AI. The game's promotional capsule artwork was also created with the assistance of generative AI. All other gameplay, programming, game design, pixel art, animations, visual effects, sound effects, UI, and game content were created by the developer. | Luparc Games | - | Aug 11, 2026 | |
Click to Obsolete In-game content artaudio | AI was used to assist with code, art, and sfx. I have manually edited and polished all AI-assisted elements by hand to make them as unsloppy as I possibly can. If anything feels like slop, please let me know in the Community Discussions / Discord, and I'll do my best to fix it. Thanks! :) | Shaked Yarkony | - | Aug 11, 2026 | |
莫待无花空折枝:做题家的 Git 重启日志 In-game content artaudiotext | 本游戏包含预先生成的 AI 内容:全部 CG、立绘与商店宣传美术由 AI 图像工具生成,背景音乐由 AI 音乐工具生成,均经人工筛选与修整。剧情大纲、人物与全部情感内核由作者本人创作,行文借助 AI 润色并经人工逐句审校。游戏不包含任何实时生成的 AI 内容。 | 西江仙客 | - | Aug 11, 2026 | |
Warlord Atlas: Global Naval War In-game content artaudio | The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs. | Warlord Atlas Project | - | Aug 11, 2026 | |
CodePhantom In-game content textaudio | Generative AI is used in this title for translation (to support multiple languages) and for the initial concepts of the background music.
All final assets have undergone a process of editing, refinement, and review by human creators. | RRR | - | Aug 11, 2026 | |
Delete: E.A.D Core In-game content artaudiotext | Generative AI tools were used during development to assist in creating and refining certain pre-generated visual, audio, localization, and promotional materials. All AI-assisted content was reviewed, edited, and curated by the development team before being included in the game or its marketing materials. The game does not generate AI content in real time during gameplay. | ShaperonWorks | - | Aug 11, 2026 | |
Stash Mayhem In-game content audiotext | Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools | Nauco Labs | - | Aug 11, 2026 | |
FRANKED! In-game content artaudio | Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer. | Endpaper | - | Aug 11, 2026 | |
Myrenvale Idle In-game content artaudio | This game uses artificial Intelligence to render some of the games artwork, such as 2D sprites and sound effects.
I've always loved the idle genre, AI has finally allowed me to create a game even with my somewhat limited artistic abilities. | Ben Maxwell | - | Aug 11, 2026 | |
Idle Squares In-game content audioart | The music in the store page trailer was AI-generated; no AI-generated content appears in the game itself. All images, texts, and sounds, were created by real humans. | Idle Squares Official | - | Aug 11, 2026 | |
Desert Struggle In-game content audiotext | The game contains a few voice lines that where generated using a text-to-speech service. I assume this service used some sort of gen-AI. For some translations an AI was used for proofreading. | CrashDumpSoftware | - | Aug 11, 2026 | |
Lawn Order In-game content audioart | Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself.
Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people. | Funcible Studios | - | Aug 11, 2026 | |
Outwith In-game content audioart | Pre-generated AI content: Character voice-over audio was generated using ElevenLabs, and the crow image used in the game's logo was generated using Google Flow. These assets are pre-generated and included in the game; no AI content is generated dynamically during gameplay. | Jeff Clark | - | Aug 11, 2026 | |
The Dream Of Winning The Lottery In-game content artaudiotextcode | Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Gamjangjangi | - | Aug 10, 2026 | |
Precinct 2099 In-game content artaudiotext | Precinct 2099 uses generative AI as a production tool. Part of the visual material (backgrounds, character art and store images) and the music were created with AI tools and then selected, edited and art-directed by hand by our team. Some of the localisation work is AI-assisted. The story, script, characters and game design are written by humans. The game does not generate any content live while you play: everything ships pre-generated with the build. | ThinkingLiteSoft | - | Aug 10, 2026 | |
Detonate & Dash In-game content audiotextart | Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play. | Jose Montalvo | - | Aug 10, 2026 | |
FRUITCODE: Choose Me, Love Me! In-game content artaudiotextcode | Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running. | FRUITCODE Studios | - | Aug 10, 2026 | |
Neon Armada - Solar Storm In-game content arttextaudio | This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it. | Faint Signal | - | Aug 10, 2026 | |
Deepclaim Live AI artaudiotext | Deepclaim was made by a solo developer working with an AI coding assistant (Anthropic's Claude). The AI assisted in writing the game's code, which draws all of the game's visuals procedurally at runtime (the game ships with no image files) and synthesizes all of its audio procedurally (no audio files). AI assistance was also used for some in-game text, the Steam store page description, and the store/marketing capsule images. All AI-assisted output was directed, reviewed, and edited by the developer. | chasethelightgames | - | Aug 10, 2026 | |
Ice Cream Truck Simulator In-game content audioart | - sound effects
- male/female speeches
- some UI elements
- models (character) | B.S.S. | - | Aug 10, 2026 | |
プールサイドの記憶 In-game content artaudiocode | Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content. | SF Create | - | Aug 10, 2026 | |
Give Me More Missile! In-game content artaudio | Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay. | Void Cosmos | - | Aug 10, 2026 | |
Bid Rivals In-game content artaudiotext | AI-assisted content is created during development, reviewed and hand-curated by the team before it ships; nothing is generated live during gameplay. | Crowned Games | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
Fish Lab In-game content textaudio | No AI-generated images and I made all the music by hand. Some text may be translated with AI. | stonecodes | - | Aug 10, 2026 | |
勇桜 ~Escape from the Empire~ In-game content audiotext | This game uses generative artificial intelligence in part to improve development efficiency.
It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages.
However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used. | ChomaGames | - | Aug 8, 2026 | |
Wardspire In-game content artaudio | Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI). | SoftForge IT Kft. | - | Aug 8, 2026 | |
Across Crime In-game content artaudio | The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI. | Vanesa Gomez | - | Aug 8, 2026 | |
宿の掟 / Rules of the Inn In-game content artaudio | Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used.
No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service. | Pekomaro | - | Aug 8, 2026 | |
Card duel : Black rite In-game content artaudio | Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay. | Uya | - | Aug 8, 2026 | |
Harvesys: Farming Factory In-game content audioarttext | Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance. | W77Games | - | Aug 8, 2026 | |
Buzzoria In-game content artaudio | Some visual assets and music in Buzzoria were created with the assistance of generative AI tools. | Andrew Bro | - | Aug 8, 2026 | |
GO, STOP In-game content artaudiotext | All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way. | Moon Shin Ho | - | Aug 8, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | KMS STUDIO | - | Aug 8, 2026 | |
Damage Xiangqi In-game content codeaudioart | [Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Aug 8, 2026 | |
Nexus Ascendant In-game content arttextaudio | Nexus Ascendant contains pre-generated content created with the assistance of generative AI tools during development. This includes portions of the character and environment artwork, animated visual assets, user-interface graphics, gameplay textures, narrative writing, Japanese voice audio, and marketing materials. All AI-assisted content was selected, edited, reviewed, and integrated by the developer before inclusion. The game does not generate AI content during gameplay or transmit player data to generative AI services. | Bruce Ogden | - | Aug 8, 2026 | |
Museum Girls Fleet Maneuvers: The Dockhand In-game content artaudio | This game contains visual and audio assets that were generated using AI tools. | HitD Entertainment | - | Aug 8, 2026 | |
Uncles In-game content artaudiocode | I used Grok CLI for coding and all sprite generation. I use AI to debug.
There are AI generated videos in the tutorial sections.
AI was used to implement sound and music as well as menu assets and backgrounds.
No AI LLM is in the game. There is no real time AI asset generation or LLM streaming. | bittabutt | - | Aug 8, 2026 | |
Tactical Dungeon Slayers In-game content artaudio | Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated. | Futurebun | - | Aug 8, 2026 | |
SimulFactory:Robo fencing In-game content audio | Generative AI was utilized to compose the background music for this game. I instructed the AI to use string instruments, explained the overall mood of the game, and requested royalty-free music | SimulFactory | - | Aug 8, 2026 | |
Pin A Million In-game content audioart | AI-generated content in Pin a Million:
- Music: All in-game music tracks were created using generative AI (Suno).
- Icons: The icon artwork on Peg and Perk cards was generated using AI tools.
All on-board gameplay effects, animations, and visuals are hand-coded and rendered procedurally at runtime (no AI-generated content). | Whitebeard Interactive | - | Aug 8, 2026 | |
Golf Course Architect Tycoon In-game content audioart | AI was used to assist in the generation of music, and some art assets. | Top Shop Technology | - | Aug 8, 2026 | |
Aura Farmer 67 In-game content artaudio | All this game images and sounds are generated with the help of IA tools. | saBOR Gamedev | - | Aug 8, 2026 | |
The Endless Sky In-game content audioart | Se ha usado IA para la creación de la música de fondo durante el juego, la imagen de la tienda en Steam y para la corrección de errores bajo supervisión personal. | SundayGames | - | Aug 8, 2026 | |
Procession Engine In-game content artaudiocode | Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime. | Not Applicable Games | - | Aug 8, 2026 | |
Goblin Inferno Ride In-game content artaudio | AI tools were used to create certain loading screen images, background music and music for the game trailer. All of these Assets were reviewed and modified as necessary to ensure they comply with copyright and content guidelines. | NT4NT Group Inc. | - | Aug 8, 2026 |