Background music by : Suno AI
- Creator
- Sathu99
- Reviews
- -
- Added
- Jun 11, 2026
Public Steam disclosure research 25,514 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
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Interactive or runtime AI features disclosed by the developer.
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Background music by : Suno AI
Image generation. Sound effect generation.
The game's music and art assets were modified based on generative artificial intelligence.
The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service.
The in-game graphical assets and audio tracks are generated using generative AI tools.
Ai Voice Character And Images
Some in-game audio, including phone call voices and ambient sounds, were generated using AI tools. Additionally, certain stickers and visual assets found in the Cancer's living area were created with the assistance of generative AI.
Ai was used to create 3D models and music.
Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation. AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts. The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer. The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI.
Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release.
We operate as two-man team, soem of the graphics and sounds effects were generated with AI.
Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team.
This game includes pre-generated assets created with the assistance of generative AI tools. AI-assisted content may include selected store capsule artwork, promotional artwork, UI-related graphics, and selected music/audio elements. All AI-assisted content is reviewed and edited by the developer before being included in the game or store presentation. The game does not use live generative AI during gameplay.
We used it for the achievements, Music, Developing the game, Bug testing,
Some visual assets and sounds were created using generative AI and refined by the development team.
Some of the CC0 soundtracks I found online turned out to be ai generated. I'm currently working with a talented composer to replace them all with human-made ones.
Some 2D character art (cat portraits / cosmetics previews) and a subset of sound effects were created with AI-assisted tools. All final assets were curated, edited, and reviewed by the developer. The game does not run any generative AI at runtime — no user input is sent to AI services.
Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created by the developer.
TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation. TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running.
AI tools were used during development to assist with the creation of promotional images, marketing videos, music generation, translations, code optimization, and programming support. All gameplay systems, game design decisions, balancing, and 3D models were created and reviewed by the developer. No generative AI is used during gameplay or in real-time player interactions.
I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me.
How is Generative AI used in this game? Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling. Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth. Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools. Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer. All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay.
Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content).
Some of the audio, text and images in the game are generated by AI.
Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer.
Small quantity of images/textures are ai-generated. Small quantity of sound waves are ai-generated. Some parts of code are ai-genereted and ai-assissted always tested by a human.
Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented).
This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
The game uses AI-generated content only for music and translation.
Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay.
AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow.
We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations
Music in this game was produced with the help of AI
This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality.
Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits.
This game contains pre-generated content created with the assistance of generative artificial intelligence (AI). Some or all character illustrations, background scenes, visual assets, story content, character dialogue, voice content, and background music were created or assisted using generative AI technologies during development. All such content was reviewed, refined, and integrated into the final version of the game by the development team.
This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images
AI is used for some of the music and images in the game.
Puckn Hell's sound production processes and concepts have been supported by artificial intelligence.
Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it. Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs. 3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output. Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer. Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game. Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above). Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation. Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency.
The store images and splash page were generated by xAI Grok, the music is by Suno. CoPilot and Claude helped me with the coding.
This game uses generative AI tools in limited ways to support development. Some music tracks were created using AI music generation tools, and certain marketing or store page visual assets were assisted by AI. All core gameplay and implementation were created by the developer.
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
Some translations, music tracks, and graphics were created using Artificial Intelligence.
All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer.
Generative AI tools were used during development to assist with code, UI, audio, and promotional materials.
This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer.
AI has been used for dialog voices.
이 게임의 아래 항목은 생성형 인공지능을 활용해 제작되었습니다. 하기된 모델링은 생성형 인공지능을 활용해 제작되었습니다. - 보스 1개체 하기된 사운드트랙은 제작된 사운드트랙을 Suno.ai를 활용해 리믹스 되었습니다. - 06.Boss3_Night Of Fear_Rock Ver - 07.Boss4_Time For Proof_Rock Ver - 08.Final Boss_A Glorious Battle - 09.Luminal Trace_Ending Ver
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Toy's Dream In-game content audio | Background music by : Suno AI | Sathu99 | - | Jun 11, 2026 | |
SeongsuStation In-game content artaudio | Image generation. Sound effect generation. | SEONGSULAB | - | Jun 10, 2026 | |
字里行间 In-game content artaudio | The game's music and art assets were modified based on generative artificial intelligence. | DuskSwan | - | Jun 10, 2026 | |
Builder Bros In-game content artaudiotext | The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service. | Neon Planet Studio | - | Jun 10, 2026 | |
深渊卡牌传说 In-game content artaudio | The in-game graphical assets and audio tracks are generated using generative AI tools. | 吃苹果的虫 | - | Jun 10, 2026 | |
DAY BREAKER : Awakening Code In-game content audioart | Ai Voice Character And Images | KhadijaDev | - | Jun 10, 2026 | |
GreenGas In-game content audioart | Some in-game audio, including phone call voices and ambient sounds, were generated using AI tools. Additionally, certain stickers and visual assets found in the Cancer's living area were created with the assistance of generative AI. | DanialEghtedari | - | Jun 10, 2026 | |
OnGrid() In-game content artaudio | Ai was used to create 3D models and music. | Paranormality UK | - | Jun 10, 2026 | |
Junkyard Saints: Scrapstorm In-game content artaudiotextcode | Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation.
AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts.
The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer.
The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI. | Jan Winnenberg | - | Jun 10, 2026 | |
Crooked In-game content artaudiocode | Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release. | indie-dir | - | Jun 10, 2026 | |
CYBERPHOTO audio | We operate as two-man team, soem of the graphics and sounds effects were generated with AI. | Nowsky | - | Jun 10, 2026 | |
Babitonga Puzzle Attack In-game content artaudio | Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team. | caramelo dog | - | Jun 10, 2026 | |
Lost Ages Hunting In-game content artaudio | This game includes pre-generated assets created with the assistance of generative AI tools. AI-assisted content may include selected store capsule artwork, promotional artwork, UI-related graphics, and selected music/audio elements. All AI-assisted content is reviewed and edited by the developer before being included in the game or store presentation. The game does not use live generative AI during gameplay. | HighlandsTeam | - | Jun 10, 2026 | |
LIGHT FORCE In-game content audio | We used it for the achievements, Music, Developing the game, Bug testing, | ShangkoStudio | - | Jun 10, 2026 | |
諧槓青年 In-game content artaudio | Some visual assets and sounds were created using generative AI and refined by the development team. | HalaSpark | - | Jun 10, 2026 | |
Echoes of Red audio | Some of the CC0 soundtracks I found online turned out to be ai generated.
I'm currently working with a talented composer to replace them all with human-made ones. | TERMAX Studios | 141 | Jun 10, 2026 | |
Feline Fury 3D In-game content artaudio | Some 2D character art (cat portraits / cosmetics previews) and a subset of sound effects were created with AI-assisted tools. All final assets were curated, edited, and reviewed by the developer. The game does not run any generative AI at runtime — no user input is sent to AI services. | cddevapps | - | Jun 10, 2026 | |
Ritual Break In-game content audioart | Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created by the developer. | Lazy Hamster | - | Jun 10, 2026 | |
TankFall Arena In-game content artaudio | TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation.
TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Adamantium_studio | - | Jun 10, 2026 | |
D&B: Dice and Bots In-game content artaudiocodetext | AI tools were used during development to assist with the creation of promotional images, marketing videos, music generation, translations, code optimization, and programming support. All gameplay systems, game design decisions, balancing, and 3D models were created and reviewed by the developer. No generative AI is used during gameplay or in real-time player interactions. | Quimera Games | - | Jun 10, 2026 | |
Leukocyte In-game content artaudiocodetext | I use AI tools to assist with code review, translations, Steam capsule design, and music production tasks. All final game design, programming, and implementation decisions are made, reviewed, and supervised by me. | Víctor Martínez | - | Jun 10, 2026 | |
Toxic Dating Simulator In-game content audioarttext | How is Generative AI used in this game?
Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling.
Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth.
Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools.
Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer.
All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay. | Proximity Games | - | Jun 9, 2026 | |
Paranormal Meatball Simulator In-game content artaudio | Generative AI tools were used to create the game's promotional logo, steam achievement icons, and background music prior to development (Pre-generated content). | 1FPS Games | - | Jun 9, 2026 | |
REWOUND In-game content audiotextart | Some of the audio, text and images in the game are generated by AI. | Auryn Yang | - | Jun 9, 2026 | |
Neon Blackfall In-game content artaudiotext | Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer. | Alejandro Rodríguez Fernández | - | Jun 9, 2026 | |
Havoc Arena In-game content artaudiocode | Small quantity of images/textures are ai-generated.
Small quantity of sound waves are ai-generated.
Some parts of code are ai-genereted and ai-assissted always tested by a human. | Studio Jarosz | - | Jun 9, 2026 | |
Mancalero Unclear artaudiocodetext | Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented). | ArchiusDev | - | Jun 9, 2026 | |
Imperium of the Stars In-game content audio | This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay. | Imperium of the Stars | - | Jun 9, 2026 | |
The Kuon Island Nursery Rhyme Murders: Case Notes In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | Jun 9, 2026 | |
A Simple Square In-game content audiotext | The game uses AI-generated content only for music and translation. | Antharuu | - | Jun 9, 2026 | |
Tile Blast Royale In-game content audio | Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay. | Redping Games | - | Jun 9, 2026 | |
修真幸存者 In-game content artaudiocode | AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow. | 幺月星 | - | Jun 9, 2026 | |
Censor Me Totally In-game content artaudiotext | We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations | IndieDacha | - | Jun 9, 2026 | |
Gambillion In-game content audio | Music in this game was produced with the help of AI | AlbinoGiraffe | - | Jun 9, 2026 | |
异星战场 In-game content artaudiotext | This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality. | TapfunGame | - | Jun 9, 2026 | |
The Magic Master In-game content artaudiotext | Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. | BERCAMILAN | - | Jun 9, 2026 | |
双面魔君心上仙 In-game content arttextaudio | This game contains pre-generated content created with the assistance of generative artificial intelligence (AI).
Some or all character illustrations, background scenes, visual assets, story content, character dialogue, voice content, and background music were created or assisted using generative AI technologies during development. All such content was reviewed, refined, and integrated into the final version of the game by the development team. | 未来梦科技有限公司 | - | Jun 9, 2026 | |
The Return In-game content artaudio | This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images | YIN WEN CE | - | Jun 9, 2026 | |
The Suitcase Agents In-game content artaudio | AI is used for some of the music and images in the game. | バクエボ | - | Jun 9, 2026 | |
puckn hell Dev only audio | Puckn Hell's sound production processes and concepts have been supported by artificial intelligence. | ArcaneEdge | - | Jun 9, 2026 | |
Scourge of the Necromancer In-game content artaudiotext | Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it.
Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs.
3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output.
Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer.
Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game.
Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above).
Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation.
Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency. | Ember Logic LLC | - | Jun 8, 2026 | |
Demon Protocol In-game content artaudiocode | The store images and splash page were generated by xAI Grok, the music is by Suno. CoPilot and Claude helped me with the coding. | Pete Potos | - | Jun 8, 2026 | |
Nebula Warrior In-game content audioart | This game uses generative AI tools in limited ways to support development. Some music tracks were created using AI music generation tools, and certain marketing or store page visual assets were assisted by AI. All core gameplay and implementation were created by the developer. | Saiko14 | - | Jun 8, 2026 | |
Keeping Up In-game content audioart | Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images. | Nice Try Studios | - | Jun 8, 2026 | |
Noctiria In-game content textaudioart | Some translations, music tracks, and graphics were created using Artificial Intelligence. | Daniele Doesn't Matter | - | Jun 8, 2026 | |
Mortie College In-game content artaudiotextcode | All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer. | Mor10 Productions | - | Jun 8, 2026 | |
Redline Protocol In-game content codeartaudio | Generative AI tools were used during development to assist with code, UI, audio, and promotional materials. | Cranky Crow Games | - | Jun 8, 2026 | |
Kula In-game content artaudiocode | This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer. | Mor10 Productions | - | Jun 8, 2026 | |
SHOCKFACE In-game content audio | AI has been used for dialog voices. | adrenak | - | Jun 8, 2026 | |
Romarine : The Little Mage In-game content artaudio | 이 게임의 아래 항목은 생성형 인공지능을 활용해 제작되었습니다.
하기된 모델링은 생성형 인공지능을 활용해 제작되었습니다.
- 보스 1개체
하기된 사운드트랙은 제작된 사운드트랙을 Suno.ai를 활용해 리믹스 되었습니다.
- 06.Boss3_Night Of Fear_Rock Ver
- 07.Boss4_Time For Proof_Rock Ver
- 08.Final Boss_A Glorious Battle
- 09.Luminal Trace_Ending Ver | Project MeYou | - | Jun 8, 2026 |