Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI.
- Creator
- Kaos Games
- Reviews
- -
- Added
- Jul 17, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI.
The torches, waterfall, fireflies, stars, clouds, and music visualization were written by AI.
During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers.
Color Cup Racing uses generative AI tools as part of the development and content creation process. AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release. The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play.
This game uses AI-generated content in the following ways: Images: AI tools were used to help compose the wine bottle label artwork. Music: AI tools were used to compose the in-game radio music and sound effects.
We use generative AI tools to produce the music and sound effects in this game. All audio is reviewed and edited by our team before release.
Code: Generative AI tools were used to create foundational logic and structural boilerplate, which was then heavily edited and modified manually. Audio: Generative AI was used to draft the baseline tracks for the main menu and gameplay music, which were subsequently edited by hand. Marketing Text: AI tools were used to outline the initial structure of the store page descriptions before being manually rewritten.
This game uses VOICEVOX for character voice synthesis (taunt lines, victory lines, etc.). All voice lines were generated during development and are pre-recorded into the game. Nothing is generated live during gameplay, and the game does not connect to any external AI service at runtime. AI (Claude) was also used to help translate this store page into English.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
Snot Pop! is an indie project. Like many independent developers, generative AI was used as a tool among many during development; for brainstorming, writing, art and audio design, and working through balancing problems. AI was not the game designer or orchestrator of the project. All content was reviewed, directed, altered, and approved before inclusion. Everything in the game reflects deliberate creative decisions made by the developer.
During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets.
VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features. The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets. Some store and marketing materials may also describe or demonstrate these AI-powered audio features.
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
Some of the game's music, textures, and models are generated by artificial intelligence
AI tools were utilized for revisions across CG art, music, character assets and environmental scenes.
Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite"). All artwork, ui, and sounds effects do NOT use AI whatsoever.
AI was used to voice the characters.
During the development of this game, generative AI tools were used to assist the developer in several areas: - Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools. - Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models. - Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions. - Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging. All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience.
Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development. AI was used in several areas, including: Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production. 3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game. Voice acting — character voices are created using AI-based voice synthesis. Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization. Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems. The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually. The game does not contain AI-generated content created in real time during gameplay.
Advanced voice generating AI was used to help save time with development.
We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services.
Game files contain AI generated voice lines.
AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Part of the localization was AI-assisted, and certain textures and sound effects were initially generated by AI for reference.
This game's development made partial use of generative AI tools. Generative AI (ChatGPT and ElevenLabs' image generation features) was used to create some artwork, including the title screen and field background images, the title logo, and some of the special clover and UI icons. ElevenLabs' audio generation features were used for the BGM and sound effects. Generative AI was also used to help localize the game into languages other than Japanese (English, Simplified Chinese, Traditional Chinese, Korean, Russian, Spanish, Brazilian Portuguese, German, and French). All AI-generated assets and translations were reviewed and adjusted by the developer before being incorporated into the game.
Some audio assets use curated, pre-rendered sound effects generated or iterated with AI tools. FleetForge does not use live in-game generative AI.
Generative AI was used during development to assist with portions of the game's artwork, Steam store assets, sound effects, and voice narration. All AI-assisted content has been reviewed, edited, and/or refined by the developer. No generative AI is used during gameplay.
AI was used to create the game's musical accompaniment.
This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files.
Some of the content in SacriForge was created with the help of generative AI tools during development, including 2D art and illustrations, music, sound effects, and text. All AI-assisted content was reviewed and edited by the developer.
To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion. Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior. Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer. Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game. Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer. Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author. The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced.
The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI.
Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism.
This game uses AI-generated voice audio for the narrative cassette recordings, and some AI-assisted sound effects. All content was reviewed and edited by the developer.
Generative AI tools were partially used during the development process to enhance development efficiency and assist with sound asset creation.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
Programming, UI assets, and music were generated with AI assistance.
Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you!
This game utilizes generative artificial intelligence tools to assist in the creation of pre-rendered character portraits and musical materials.
- Cutscene voice changer : original audio by voice artist transformed to character voices with AI. No text to speech AI was used as it just wasn't up to standards. - Cutscene music/jingles, profile pictures and background pictures - Textures We are just as repulsed by AI slop (and slop in general) as anybody. We made a conscious effort to drop anything that wasn't up to standard.
This game uses generative AI tools (including Canva AI) to create some visual assets, such as the logo, menu backgrounds, and promotional artwork. In-game text localization into multiple languages was produced with AI assistance and reviewed by the development team. The trailer's background music was created using a generative AI music tool, licensed for commercial use. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game.
THE UNSHARED uses pre-rendered AI-generated assets: the CURATOR's voice (Kokoro-82M TTS) and two UI images (logo and menu background). No AI content is generated during gameplay.
Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime.
This software uses generative AI to transcribe speech, translate live voice and text between languages, and optionally generate translated speech output. Depending on the mode selected by the user, these features may run through third-party online AI services or local models included with or configured for the software.
In the development of Project Deep Nexus, AI was utilized for several key components. This includes creating character and background artworks, as well as generating some music tracks. While the developer curated the plot and narrative, AI assisted in the process.
imge,music
Some models and sounds were prototyped using AI tools and then finished, edited and polished by hand
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Loop of Agony In-game content audioart | Generative AI was used exclusively to create all of the game's music and some of the promotional artwork (such as posters and banners). No in-game assets, code, or mechanics were created using AI. | Kaos Games | - | Jul 17, 2026 | |
Sophical In-game content artaudio | The torches, waterfall, fireflies, stars, clouds, and music visualization were written by AI. | Ramzi Mukhar | - | Jul 17, 2026 | |
时装工坊 In-game content artaudio | During the development of this game, some codes, texture materials and background music were produced with the help of AI, and all related contents were reviewed and adjusted by the developers. | Super alloy | - | Jul 17, 2026 | |
Color Cup Racing In-game content artaudio | Color Cup Racing uses generative AI tools as part of the development and content creation process.
AI-assisted tools were used to help create or refine some game content, including development support, visual concepts, marketing materials, and/or music assets. All content included in the game is reviewed, selected, edited, and implemented by the developer before release.
The game does not generate AI content during gameplay. Players do not enter prompts, the game does not create live AI-generated images, audio, text, or code while running, and the game does not connect to external AI services during play. | Matthew Marra | - | Jul 17, 2026 | |
Château Pluie: The New Cellar Keeper In-game content artaudio | This game uses AI-generated content in the following ways:
Images: AI tools were used to help compose the wine bottle label artwork.
Music: AI tools were used to compose the in-game radio music and sound effects. | Rainy | - | Jul 17, 2026 | |
Drone Orbit: An Incremental Space Mining Drift In-game content audio | We use generative AI tools to produce the music and sound effects in this game. All audio is reviewed and edited by our team before release. | MonoeyeGames | - | Jul 17, 2026 | |
Fire Bug In-game content codeaudiotext | Code: Generative AI tools were used to create foundational logic and structural boilerplate, which was then heavily edited and modified manually.
Audio: Generative AI was used to draft the baseline tracks for the main menu and gameplay music, which were subsequently edited by hand.
Marketing Text: AI tools were used to outline the initial structure of the store page descriptions before being manually rewritten. | Jesse Dale | - | Jul 17, 2026 | |
KasMind In-game content audiotext | This game uses VOICEVOX for character voice synthesis (taunt lines, victory lines, etc.).
All voice lines were generated during development and are pre-recorded into the game.
Nothing is generated live during gameplay, and the game does not connect to any external AI service at runtime.
AI (Claude) was also used to help translate this store page into English. | kgrdev | - | Jul 17, 2026 | |
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
Snot Pop! In-game content artaudiotextcode | Snot Pop! is an indie project. Like many independent developers, generative AI was used as a tool among many during development; for brainstorming, writing, art and audio design, and working through balancing problems. AI was not the game designer or orchestrator of the project. All content was reviewed, directed, altered, and approved before inclusion. Everything in the game reflects deliberate creative decisions made by the developer. | Decent Enough Games | - | Jul 17, 2026 | |
WARARA! In-game content audioart | During the development process, I may use procedural generation and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and artistic expression as a solo developer. Examples include the creation of the game's background music and certain graphical assets. | Last Round Games | - | Jul 17, 2026 | |
VOXSHIFT Live AI audio | VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features.
The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets.
Some store and marketing materials may also describe or demonstrate these AI-powered audio features. | TOWA YOSHIDA | - | Jul 17, 2026 | |
Mourning House In-game content artaudio | This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process. | GulfPearl | - | Jul 17, 2026 | |
最强仙门 In-game content audioart | Some of the game's music, textures, and models are generated by artificial intelligence | VoidStudio | - | Jul 17, 2026 | |
乾坤搜神记 In-game content artaudio | AI tools were utilized for revisions across CG art, music, character assets and environmental scenes. | LI BIN | - | Jul 17, 2026 | |
Mythia Wild Bonds In-game content artaudiocode | Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime. | Vilson J. Santos | - | Jul 17, 2026 | |
Cielvia-Inherited By Defeat- In-game content artaudio | Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay. | 桃茂フェリス | - | Jul 17, 2026 | |
Station 42 In-game content artaudio | This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite").
All artwork, ui, and sounds effects do NOT use AI whatsoever. | Adadgio Interactive | - | Jul 17, 2026 | |
Guilty or Not In-game content audio | AI was used to voice the characters. | Maksym Melnyk | - | Jul 16, 2026 | |
Heng Rover Mission In-game content audioarttextcode | During the development of this game, generative AI tools were used to assist the developer in several areas:
- Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools.
- Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models.
- Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions.
- Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging.
All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience. | Roeun Technology | - | Jul 16, 2026 | |
Stambria In-game content artaudiotextcode | Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development.
AI was used in several areas, including:
Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production.
3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game.
Voice acting — character voices are created using AI-based voice synthesis.
Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization.
Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems.
The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually.
The game does not contain AI-generated content created in real time during gameplay. | SEPTEM Daniel Kuczewski | - | Jul 16, 2026 | |
All That Time In-game content audio | Advanced voice generating AI was used to help save time with development. | Ouzzie | 23 | Jul 16, 2026 | |
Chakravyuh In-game content audioart | We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services. | Silvine Game Studios | - | Jul 16, 2026 | |
Back 2 Basic In-game content audio | Game files contain AI generated voice lines. | Tyler Strickland | - | Jul 16, 2026 | |
Cozy Cookmaster In-game content artaudiocode | AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Jul 15, 2026 | |
SunSet Diffusion In-game content textartaudio | Part of the localization was AI-assisted,
and certain textures and sound effects were initially generated by AI for reference. | RinGames | - | Jul 15, 2026 | |
One More Leaf In-game content artaudiotext | This game's development made partial use of generative AI tools. Generative AI (ChatGPT and ElevenLabs' image generation features) was used to create some artwork, including the title screen and field background images, the title logo, and some of the special clover and UI icons. ElevenLabs' audio generation features were used for the BGM and sound effects. Generative AI was also used to help localize the game into languages other than Japanese (English, Simplified Chinese, Traditional Chinese, Korean, Russian, Spanish, Brazilian Portuguese, German, and French). All AI-generated assets and translations were reviewed and adjusted by the developer before being incorporated into the game. | kaitoraman7 | - | Jul 15, 2026 | |
FleetForge In-game content audio | Some audio assets use curated, pre-rendered sound effects generated or iterated with AI tools. FleetForge does not use live in-game generative AI. | Text Arcade | - | Jul 15, 2026 | |
Mine the Deep In-game content artaudio | Generative AI was used during development to assist with portions of the game's artwork, Steam store assets, sound effects, and voice narration. All AI-assisted content has been reviewed, edited, and/or refined by the developer. No generative AI is used during gameplay. | WRONG POTATO GAMES | - | Jul 15, 2026 | |
Facrobry In-game content audio | AI was used to create the game's musical accompaniment. | Agenosovgame | - | Jul 15, 2026 | |
Warlords: Deckbuilding Autobattler In-game content artaudio | This game's art and music were created during development using generative AI tools. Specifically: the painted 2D illustrations — card art, event illustrations, and background images — were generated with AI image tools, and the background music tracks were produced with AI music tools. In every case the developer reviewed, selected, edited, and finalized the results, which ship as fixed image and audio files. | Paul Booth | - | Jul 15, 2026 | |
SacriForge In-game content artaudiotext | Some of the content in SacriForge was created with the help of generative AI tools during development, including 2D art and illustrations, music, sound effects, and text. All AI-assisted content was reviewed and edited by the developer. | RapidRush | - | Jul 15, 2026 | |
To Raise a King In-game content artaudiotextcode | To Raise a King was made by one person working with AI collaborators. AI tools were used in the following ways during development, and every AI output shipped in the game was reviewed, curated, edited, and approved by the developer before inclusion.
Source code. Written in collaboration with Anthropic's Claude, with the developer directing architecture, reviewing every change, and testing behavior.
Character and scene illustrations. Generated locally with the FLUX.2 image model running in ComfyUI. Prompts, reference images, layered compositions, and final selections were all authored and curated by the developer.
Voice acting. Voices were produced with ElevenLabs. The developer cast each role, wrote each line, directed the delivery through iteration, and hand-picked the takes shipped in the game.
Music and sound. Music and select sound effects were produced with ElevenLabs' music generation. Tracks were selected, edited, and placed by the developer.
Writing and design. Story beats, dialogue, and system design were developed collaboratively with Claude, with the developer as the final author.
The developer confirms they hold or have licensed the rights to use these tools' outputs commercially, and has taken reasonable steps to ensure no infringing or unlawful content was produced. | Stagnant Technologies LLC | - | Jul 15, 2026 | |
ClassWarfare In-game content artaudiotextcode | The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI. | LivingDew | - | Jul 15, 2026 | |
Kuma & Friends: Can You Save Everyone? In-game content audio | Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism. | Trashy Games | - | Jul 15, 2026 | |
Holy Mole In-game content audio | This game uses AI-generated voice audio for the narrative cassette recordings, and some AI-assisted sound effects. All content was reviewed and edited by the developer. | NoMiStudio | - | Jul 15, 2026 | |
Let Me Graduate In-game content audio | Generative AI tools were partially used during the development process to enhance development efficiency and assist with sound asset creation. | RiMimic | - | Jul 15, 2026 | |
Frontier Survivors In-game content artaudiotextcode | This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort. | MisterEoss | - | Jul 15, 2026 | |
佐拉塔的覆灭 In-game content artaudiocode | Programming, UI assets, and music were generated with AI assistance. | IndieCain | - | Jul 15, 2026 | |
About Frontlines In-game content artaudio | Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you! | Luca Burgio | - | Jul 15, 2026 | |
Business Wars In-game content artaudio | This game utilizes generative artificial intelligence tools to assist in the creation of pre-rendered character portraits and musical materials. | Tianshu Tech | - | Jul 15, 2026 | |
Boring Car Stories - Maghrebine In-game content audioart | - Cutscene voice changer : original audio by voice artist transformed to character voices with AI. No text to speech AI was used as it just wasn't up to standards.
- Cutscene music/jingles, profile pictures and background pictures
- Textures
We are just as repulsed by AI slop (and slop in general) as anybody. We made a conscious effort to drop anything that wasn't up to standard. | ELFA LABS | 24 | Jul 15, 2026 | |
Water Polo Manager 2026 In-game content arttextaudio | This game uses generative AI tools (including Canva AI) to create some visual assets, such as the logo, menu backgrounds, and promotional artwork. In-game text localization into multiple languages was produced with AI assistance and reviewed by the development team. The trailer's background music was created using a generative AI music tool, licensed for commercial use. No content is generated by AI during gameplay, and the game does not connect to any external AI service. | BOSSMADE Games | - | Jul 15, 2026 | |
PHANTOM TAG: MANIFEST In-game content audio | Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game. | Claytechworks | - | Jul 15, 2026 | |
The Unshared In-game content audioart | THE UNSHARED uses pre-rendered AI-generated assets: the CURATOR's voice (Kokoro-82M TTS) and two UI images (logo and menu background). No AI content is generated during gameplay. | SQUIDA | - | Jul 15, 2026 | |
Concord Quarter In-game content artaudiotext | Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime. | Morass | - | Jul 15, 2026 | |
Youyi Live AI audiotext | This software uses generative AI to transcribe speech, translate live voice and text between languages, and optionally generate translated speech output. Depending on the mode selected by the user, these features may run through third-party online AI services or local models included with or configured for the software. | 毕星索 | - | Jul 15, 2026 | |
Project Deep Nexus In-game content artaudiotext | In the development of Project Deep Nexus, AI was utilized for several key components. This includes creating character and background artworks, as well as generating some music tracks. While the developer curated the plot and narrative, AI assisted in the process. | Cole Alexander | - | Jul 15, 2026 | |
Sword of Ace Unclear artaudio | imge,music | Gemma Soft | - | Jul 15, 2026 | |
Goodnight Sun In-game content artaudio | Some models and sounds were prototyped using AI tools and then finished, edited and polished by hand | Foxsprout Games | - | Jul 15, 2026 |