The music in game was generated using AI.
- Creator
- Ihor Syvanenko
- Reviews
- -
- Added
- Jun 12, 2026
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The music in game was generated using AI.
Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools.
Music and marketing images.
Generative AI tools were used to create some assets in this game, including capsule art, promotional images, background music, and select NPC voice lines. All AI-generated content is pre-rendered and included as static game assets. No AI content is generated in real time during gameplay, and the game does not connect to external AI services while playing.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
All 3D assets are from Synty Studios. Due to budget constraints (rideshare driver) I used generative AI for some pre-rendered artwork, store/marketing imagery, and voiceover content (I intend to replace all that by human-made content over time). The game does not use live generative AI during gameplay.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process. Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation. All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality.
Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game.
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design. The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon. Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop. Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves. Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise. Remaining environmental assets were licensed through the Unreal Engine Marketplace. Everything else, the levels, the creatures, the paintings, the world, is human made. And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn. Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Finesse uses generative AI tools for select pre-generated content created during development: - Meshy — 3D model generation for some character and environment assets - ElevenLabs — voice line generation for in-game audio - Suno — music track generation for soundtrack and ambient audio - Anthropic Claude — assistance with in-game text content (descriptions, narrative copy) All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
"AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team."
Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow.
Some sound effects in this game were created using generative AI.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
Artificial intelligence was used in the trailer’s voice-over. AI was not used during the game’s development
Art,Music,Code
AI was used to develop some of the musical compositions.
AI was used to develop some of the musical compositions.
AI was used to develop some of the musical compositions.
AI was used to develop some of the musical compositions.
I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored.
Voice lines generated by Murf.ai
Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks. 【AI-assisted content and development】 • Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer. • Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use. • Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer. 【Runtime and game content】 • No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally. • Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer. All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
Some audio assets in this game were created with the assistance of generative AI.
Generative AI was used to create the game's music and to assist in the creation of the store page description.
Some images and music, as well as multilingual translations, etc.
AI-Generated Content Disclosure The developers describe how the game uses AI-generated content as follows: Art & Icons: Some in-game skill icons and secondary UI decorative elements were assisted by AI generation tools for concept and asset creation, followed by meticulous manual polishing and refinement by our artists. Music & Audio: Portions of the background music and ambient soundtracks were created with the assistance of AI music generation tools, ensuring strict compliance with commercial licensing. Video & Animation: The complete in-game opening cinematic (OP) was created using AI video generation technologies. Our Commitment: All AI-generated assets used in this game strictly adhere to copyright laws and commercial usage terms. They do not contain any infringing, pirated, or unauthorized copyrighted materials.
Card illustration, Sound, Model, Localization
Includes AI voice lines, generated sounds and artwork
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
Some aspects of the game utilize AI assistance, including with programming, some art, and music.
AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session. All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating.
Generative AI tools were used during development to generate background audio tracks, select visual assets, and promotional store page art. All assets were reviewed prior to release. No content is generated in real-time during gameplay.
Some music and translations in this game were created using generative AI tools.
This game includes AI-assisted source assets for selected textures, environmental artwork, and portions of the soundtrack. All such materials were reviewed, substantially modified where needed, and manually integrated to fit the game's artistic direction. AI coding assistants were also used during development to improve productivity. Game design, programming, gameplay, balancing, and final creative decisions were performed by the developer.
This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models.
This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements. All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work. No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay.
AI tools were used during development to assist with code review, debugging, and localization. The game does not use generative AI during gameplay. Music is generated in real time using procedural audio systems and custom algorithms.
This game uses AI-generated content in the following areas: background artwork and visual assets, background music, and sound effects. All AI-generated content was reviewed, edited, and approved by the developer before inclusion in the game.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools. To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization: Pre-rendered Content & Video Sequences: The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited. The short animations for the item forging and dismantling systems were generated using AI and manually refined. Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished. Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools. Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools. We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
AI tools were used in the production of the voice acting.
AI was used to generate the voices, while LLM translators were employed for the language translations.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us. AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets. The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer.
Sound(BGM)/Artwork
Pre-Generated Content: We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights. Live-Generated Content: This game does not contain any live-generated AI content.
Game music and some texture materials are created with AI assistance
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Slay The Beat In-game content audio | The music in game was generated using AI. | Ihor Syvanenko | - | Jun 12, 2026 | |
ESKINITA In-game content audio | Generative AI was used to create some in-game radio audio, including text-to-speech announcements and background music tracks generated using AI tools. | Machu | 12 | Jun 12, 2026 | |
Visitant In-game content artaudio | Music and marketing images. | Condemned Entertainment | - | Jun 12, 2026 | |
Design Studio Simulator: Print Your Empire artaudio | Generative AI tools were used to create some assets
in this game, including capsule art, promotional
images, background music, and select NPC voice lines.
All AI-generated content is pre-rendered and included
as static game assets. No AI content is generated in
real time during gameplay, and the game does not
connect to external AI services while playing. | INKŌ Studio | - | Jun 12, 2026 | |
FILL IT In-game content audiocodeart | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Jun 12, 2026 | |
Plunderfall Store/marketing artaudio | All 3D assets are from Synty Studios. Due to budget constraints (rideshare driver) I used generative AI for some pre-rendered artwork, store/marketing imagery, and voiceover content (I intend to replace all that by human-made content over time). The game does not use live generative AI during gameplay. | Rocha Games | - | Jun 12, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
SPUM TD In-game content artaudiotextcode | We utilized generative AI tools to assist in creating certain visual assets, UI elements, and background music (BGM) during the development process.
Additionally, AI was used to optimize coding efficiency and assist with text localization to improve the quality of the English translation.
All AI-assisted contents and scripts have been thoroughly reviewed, verified, and refined manually by the developer to ensure quality. | SonRaim Studio | - | Jun 12, 2026 | |
Steinvar Dev only artaudiotext | Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game. | Cold Cup Games | - | Jun 12, 2026 | |
LUNA In-game content artaudiotext | Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work. | Sosoros | - | Jun 12, 2026 | |
Finesse In-game content artaudiotext | Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game. | GamerFrame | - | Jun 12, 2026 | |
Backrooms: Splatter In-game content artaudiocode | "AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team." | skeleton picture | - | Jun 12, 2026 | |
Chromafall In-game content artaudio | Logo generated using photo editing generative AI. Music created using AI enabled Music Workflow. | Synthetic Mandate | - | Jun 12, 2026 | |
How To Destroy A City In-game content audio | Some sound effects in this game were created using generative AI. | Studio LEF | - | Jun 12, 2026 | |
Selubra In-game content artaudiotextcode | Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services. | Muzaba Studio | - | Jun 12, 2026 | |
UNHOLD In-game content audio | Artificial intelligence was used in the trailer’s voice-over. AI was not used during the game’s development | SKYWARD FRAME | - | Jun 12, 2026 | |
爪爪改造家2 PawRebuild 2 Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 12, 2026 | |
The Black Ice In-game content audio | AI was used to develop some of the musical compositions. | RED CRAB GAMES | 135 | Jun 12, 2026 | |
Sea Walker Saga In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 57 | Jun 12, 2026 | |
Nightmares Awake In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | - | Jun 12, 2026 | |
Cat's Wars In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 35 | Jun 12, 2026 | |
Irondrive Unclear artaudio | I am a solo developer who worked with external freelancers for art and audio. Some assets provided by these contributors might have been created or assisted by generative AI tools, though their specific workflow was not monitored. | Alessandro Le Mura | - | Jun 12, 2026 | |
Grimm's Folly In-game content audio | Voice lines generated by Murf.ai | Gray Days Entertainment | - | Jun 12, 2026 | |
Dance Floor VR In-game content artaudio | Dance Floor VR uses some pre-generated AI-assisted content for selected visual assets and music/audio elements. All such content was reviewed and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Jessvrworks | - | Jun 12, 2026 | |
Ship of the Line In-game content artaudiocode | This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game. | YDS | - | Jun 12, 2026 | |
落叶归根 Climbing Back to the Mothership In-game content audio | Some audio assets in this game were created with the assistance of generative AI. | MHZ | - | Jun 12, 2026 | |
Van Tich Legends In-game content audiotext | Generative AI was used to create the game's music and to assist in the creation of the store page description. | Te Te Studio | - | Jun 12, 2026 | |
Drift Factory Unclear artaudiotext | Some images and music, as well as multilingual translations, etc. | Kim Star Game | - | Jun 12, 2026 | |
Wonderland Gacha House: Muster In-game content artaudio | AI-Generated Content Disclosure
The developers describe how the game uses AI-generated content as follows:
Art & Icons: Some in-game skill icons and secondary UI decorative elements were assisted by AI generation tools for concept and asset creation, followed by meticulous manual polishing and refinement by our artists.
Music & Audio: Portions of the background music and ambient soundtracks were created with the assistance of AI music generation tools, ensuring strict compliance with commercial licensing.
Video & Animation: The complete in-game opening cinematic (OP) was created using AI video generation technologies.
Our Commitment: All AI-generated assets used in this game strictly adhere to copyright laws and commercial usage terms. They do not contain any infringing, pirated, or unauthorized copyrighted materials. | Hexadeca Dimensions | - | Jun 12, 2026 | |
Duel of Gaia In-game content artaudiotext | Card illustration, Sound, Model, Localization | DoG Studio | - | Jun 12, 2026 | |
CrueArcade Alive In-game content audioart | Includes AI voice lines, generated sounds and artwork | CrueArcade | - | Jun 12, 2026 | |
Lofi Lagoon 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 | - | Jun 12, 2026 | |
Super Gem Shatter In-game content artaudiocode | Some aspects of the game utilize AI assistance, including with programming, some art, and music. | Jay Feezor | - | Jun 12, 2026 | |
Project RESONANCE Live AI artaudiotext | AI-driven real-time asset generation is a core part of the player experience in Project Resonance. Some of the game's in-game assets are generated in real time during play using generative AI—including music (melody, arrangement, and vocals), character art, expression and sprite variations, live-performance visuals, event illustrations, event storylines, and roleplay dialogue. Because this content is generated in response to your choices and progress, every playthrough produces music, visuals, and story unique to that session.
All AI-generated content is screened by our in-game filtering and review systems at runtime—before it reaches the player—to prevent inappropriate, infringing, or off-tone output and to keep everything consistent with the game's intended tone and content rating. | Soul-Made Games | - | Jun 11, 2026 | |
Oro Cade In-game content audioart | Generative AI tools were used during development to generate background audio tracks, select visual assets, and promotional store page art. All assets were reviewed prior to release. No content is generated in real-time during gameplay. | Crylic Games | - | Jun 11, 2026 | |
1daYs In-game content audiotext | Some music and translations in this game were created using generative AI tools. | velupix | - | Jun 11, 2026 | |
Huntsman Against Darkness In-game content artaudiocode | This game includes AI-assisted source assets for selected textures, environmental artwork, and portions of the soundtrack. All such materials were reviewed, substantially modified where needed, and manually integrated to fit the game's artistic direction. AI coding assistants were also used during development to improve productivity. Game design, programming, gameplay, balancing, and final creative decisions were performed by the developer. | RosDan Media | - | Jun 11, 2026 | |
Master Foot Live AI textartaudio | This game uses generative AI to create realistic player behavior, match commentary, dynamic tactics, and some images and music may also be generated by AI, improving replayability while keeping user data private and not used to train external models. | Lamblety | - | Jun 11, 2026 | |
The Doorkeeper In-game content artaudiotext | This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements.
All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work.
No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay. | Eragone | - | Jun 11, 2026 | |
ECHOLASH Dev only codetextaudio | AI tools were used during development to assist with code review, debugging, and localization. The game does not use generative AI during gameplay. Music is generated in real time using procedural audio systems and custom algorithms. | Yücel Sabah | - | Jun 11, 2026 | |
No One's Hero In-game content artaudio | This game uses AI-generated content in the following areas: background artwork and visual assets, background music, and sound effects. All AI-generated content was reviewed, edited, and approved by the developer before inclusion in the game. | Proud Way | - | Jun 11, 2026 | |
Legend of Azure Peak : Wuxia Heroes In-game content artaudiotext | This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide. | Azure Peak Studio | - | Jun 11, 2026 | |
Project Spooky In-game content audio | AI tools were used in the production of the voice acting. | Team 237 | - | Jun 11, 2026 | |
Zombus In-game content audiotext | AI was used to generate the voices, while LLM translators were employed for the language translations. | Gaia n' Games | - | Jun 11, 2026 | |
Purrfect Bliss In-game content audioart | We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters. | ThreeFrauds | - | Jun 11, 2026 | |
Village Coop Clicker In-game content artaudiocodetext | Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets.
The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer. | DoMi Games | - | Jun 11, 2026 | |
ThouSandSand In-game content artaudio | Sound(BGM)/Artwork | YaaaJi | - | Jun 11, 2026 | |
The Adventurer's Guide to the Another World In-game content audioart | Pre-Generated Content:
We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights.
Live-Generated Content:
This game does not contain any live-generated AI content. | ROOT | - | Jun 11, 2026 | |
群岛:皇女转生 Islands: Princess Reincarnation In-game content audioart | Game music and some texture materials are created with AI assistance | MeowPass Games | - | Jun 11, 2026 | |
钢之誓言 In-game content audioart | We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either. | Ling Jun | - | Jun 11, 2026 |