This game was developed with coding assistance from Gemini, and the illustrations were created by first drawing the initial artwork and then using ChatGPT.
- Creator
- sohail studio (소하일 스튜디오)
- Reviews
- -
- Added
- Jul 3, 2026
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This game was developed with coding assistance from Gemini, and the illustrations were created by first drawing the initial artwork and then using ChatGPT.
[1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。
Some of this game's code and the tools that procedurally generate its visual assets were created with the assistance of an AI development assistant. All output was reviewed, edited, and tested by the developer. The game contains no AI-generated artwork from image-generation models, and no AI runs during gameplay.
This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art.
This game was developed with the assistance of AI-generated tools. Some visual assets (character illustrations, UI elements, and sprite concepts) were created or refined using AI image generation tools. Portions of the codebase were also developed with AI coding assistance. All AI-generated content was reviewed, curated, and integrated manually by the developer.
AI tools were used during development to assist with coding and design concepts.
The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience. Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content. This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience.
Generative AI (a large language model) was used to assist in drafting text content — store page descriptions, in-game text, and marketing copy — and to assist with code. All output was reviewed and edited by the developer. Game art is from licensed/CC0 asset packs and procedural rendering; audio is procedurally synthesized. No AI-generated imagery or audio ships in the game, and no AI is generated live at runtime.
We have used generative artificial intelligence to help code the game.
Because I am a dev team of 1, yes, I have used AI specifically for working on multiplayer code - that's an area of coding I'm just not up to speed on. The in-game code is all me though. As for art, having 10 years experience in game-dev GFX, that's me - 99% of it. I'm highly proficient in using the tools of the trade )Pshop, Blender, 3d MAx etc), but yes, I have used some highly modified bits and pieces for the landing screen and outros, but everything in-game (100%) is me. The SFX, music and voice acting, me too... for my sins. I'm no Mozart or Lawrence Olivier, but, yakknow... it's passable :)
This game was developed with the assistance of generative AI (Claude) in the following ways: - Authoring and editing C# scripts for game systems - Translation of in-game text into English and Chinese - Debugging and optimization assistance No AI runs at runtime within the game itself.
Solvizz was designed, written, and hand-crafted by a small team, but generative AI played a supporting role in parts of production. Specifically, some placeholder art (achievement icons, region glyph references) and placeholder audio (background music tracks and sound effects) were generated with AI tooling to prototype the game's mood before final assets. AI was also used as a coding assistant during development. All puzzle design, game mechanics, story, level content, and code decisions were authored and reviewed by humans. No player-submitted data is sent to any AI system at runtime — the game is fully offline. (This text was also generated with the help of AI)
Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks
I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned.
Game code: AI-assisted Background artwork: AI-generated images Character artwork: AI-generated images
Idle Startup is made by a solo developer with the help of generative AI. The milestone background artwork — the illustrations that unlock as each skill levels up — is generated with AI image tools and then selected and curated by the developer. The game's code is also written with the assistance of AI coding tools. All music and sound effects are generated procedurally in code, the interface art and icons are hand-drawn, and all in-game text is written by the developer.
Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming
Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion.
This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team.
Retro Robot Rescue was developed with the assistance of generative AI tools. AI assisted tools were used during development to help create and refine certain visual assets, music, sound effects, localization content, marketing materials, and portions of the game's code. All content included in the final game was selected, reviewed, edited, and integrated by the developer.
This game was developed with the extensive use of generative AI across all stages of production, including programming, visual assets, and soundscapes.
ransparency Regarding AI Usage: We believe in being open with our community. To create a richer world, some of the music and text content in this game were generated using AI. Our development team also utilized AI coding assistants to help accelerate the development process. We understand the community's perspective on AI, and please be assured that all AI-generated assets have been strictly reviewed and refined by our human team. Thank you for your support and understanding!
Generative AI tools were used during development to assist in the creation of certain visual assets, including Steam store capsules, and some UI button icons (keyboard and controller prompts). AI was also used to assist with text translation, writing improvements, and programming assistance during development. All AI-assisted content has been reviewed, edited, and integrated by the developer before being included in the game or on the Steam store page. The game does not generate AI content during gameplay.
This game makes extensive use of generative AI for nearly all player-facing content. All assets, textures, shaders, fonts, some animations, sound effects, and music are fully generated using AI tools and then integrated and refined within the game. As a core rule of the project, everything the player sees and hears has to be AI-generated. Game design, mechanics, level design, and technical implementation are created and controlled by the developer. AI is used as a content creation tool and does not dynamically generate gameplay content or influence player experience in real time. No personal player data is processed by AI systems during gameplay.
AI has been used to refine the game balance, produce the graphics and the code for Conglomerate. As a solo indie dev, AI is used to bounce ideas and support the game development, replicating having a development partner.
AI tools are used only as internal support during the development process, such as checking dialogue for typos, missing words, and the correctness of text-effect tags, as well as providing programming support.
-Ai created the picture for the shop site -helped programming the game
AI was utilized in the following areas: * Art Assets: Two textures (the move marker and UI background) were generated using AI tools. * Development: AI was primarily used for code review, debugging, and localization support. * Audio: Some musical tracks and voices may have been AI-generated. Text: Help text was generated and proofread with AI assistance. * In-Game Feature: The game includes llama.cpp, enabling an experimental feature where players can consult an AI about chess moves.
Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players.
Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product.
Artificial intelligence is used exclusively as a tool to assist the developer in editing the source code structure (optimizing Unity script logic), checking compilation errors, and assisting with stylistic design. The AI is not constantly loaded during gameplay.
How is generative AI used in this game? We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation: Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style. Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow. All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
Code and Art
This game contains content created with the assistance of generative AI during development. Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play. We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led. The game does not run any AI or collect player data during gameplay.
Developed using Claude Code.
Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play.
I use AI-generated content—such as game illustrations—as a basis for refinement or as a reference. I also use AI to write code, or refer to the code it generates.
Codex, powered by ChatGPT, was used as a coding assistant during development. I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free.
One man team here. AI helped me learn to code and I also used it to help generate some of the artwork and voices. All of the artwork generated by AI has been carefully polished and modified.
The game currently relies on AI for some UI Art Assets, programming, and sound effects.
Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy.
Art,Music,Code
Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation.
AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets. No AI-generated content is created in real time while playing the game.
Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements.
The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
This work includes content generated by AI for coding assistance.
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline. Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency. AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
The in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Magical Hero Girl Shot! In-game content artcode | This game was developed with coding assistance from Gemini, and the illustrations were created by first drawing the initial artwork and then using ChatGPT. | sohail studio (소하일 스튜디오) | - | Jul 3, 2026 | |
石中剑 In-game content codetext | [1]我使用了AI的部分:代码、数值平衡设计、阅读历史资料、货币汇率设计。已经根据steam的要求在商店页面写明,游戏内“游玩前须知”也有说明,介意请停止游玩。[2]不涉及任何AI的部分:剧本、音乐、背景、图标、立绘等一切图像资产均不涉及任何AI;详见致谢页面,未提及的资产均为我手工自制或者来自Creative Common 0 License,所以这部分请勿盗用。[3]没有标注作者的代码部分、数值等均开源,你可以直接解包拿走用。注意JS和方糖自定义宏代码并非为了所有游戏设计,搬之前仔细看一下避免造成困扰。 | The Hollow Gateway | - | Jul 3, 2026 | |
Darning In-game content artcode | Some of this game's code and the tools that procedurally generate its visual assets were created with the assistance of an AI development assistant. All output was reviewed, edited, and tested by the developer. The game contains no AI-generated artwork from image-generation models, and no AI runs during gameplay. | Small Comforts | - | Jul 3, 2026 | |
This Little World Store/marketing artcode | This game actively supports human creativity, notably musicians and programmers - but uses AI in the design of marketing materials and some aspects of software development. Neither the game itself - nor the procedural generation techniques used to create the world, music, or audio - use AI or AI-generated art. | nash.audio | - | Jul 3, 2026 | |
Elemental Forge In-game content artcode | This game was developed with the assistance of AI-generated tools. Some visual assets (character illustrations, UI elements, and sprite concepts) were created or refined using AI image generation tools. Portions of the codebase were also developed with AI coding assistance. All AI-generated content was reviewed, curated, and integrated manually by the developer. | Seshat Game Studio | - | Jul 3, 2026 | |
Asteroid Mine Dev only code | AI tools were used during development to assist with coding and design concepts. | PixB | - | Jul 3, 2026 | |
Stella Supernova: The Astral Vale In-game content artaudiotextcode | The game was designed, assembled, reworked, tested, and integrated by the developer, with a manually defined artistic direction and gameplay experience.
Generative AI tools were used as creative assistance for certain visual, audio, cinematic, code-related, and promotional content.
This content was then selected, edited, adapted, and adjusted to match the game’s artistic identity, gameplay, and final experience. | LEON GAGIN | - | Jul 3, 2026 | |
WALLOP In-game content textcode | Generative AI (a large language model) was used to assist in drafting text content — store page descriptions, in-game text, and marketing copy — and to assist with code. All output was reviewed and edited by the developer. Game art is from licensed/CC0 asset packs and procedural rendering; audio is procedurally synthesized. No AI-generated imagery or audio ships in the game, and no AI is generated live at runtime. | Pizza Hero Gaming | - | Jul 3, 2026 | |
erdetspill Dev only code | We have used generative artificial intelligence to help code the game. | erdetsokrates | - | Jul 3, 2026 | |
Derples Vs Xenos Dev only code | Because I am a dev team of 1, yes, I have used AI specifically for working on multiplayer code - that's an area of coding I'm just not up to speed on. The in-game code is all me though. As for art, having 10 years experience in game-dev GFX, that's me - 99% of it. I'm highly proficient in using the tools of the trade )Pshop, Blender, 3d MAx etc), but yes, I have used some highly modified bits and pieces for the landing screen and outros, but everything in-game (100%) is me. The SFX, music and voice acting, me too... for my sins. I'm no Mozart or Lawrence Olivier, but, yakknow... it's passable :) | Games For Derples | - | Jul 3, 2026 | |
鏡 Dev only codetext | This game was developed with the assistance of generative AI (Claude) in the following ways:
- Authoring and editing C# scripts for game systems
- Translation of in-game text into English and Chinese
- Debugging and optimization assistance
No AI runs at runtime within the game itself. | 神野 ナツメ | - | Jul 2, 2026 | |
Solvizz In-game content artaudiocode | Solvizz was designed, written, and hand-crafted by a small team, but generative AI played a supporting role in parts of production. Specifically, some placeholder art (achievement icons, region glyph references) and placeholder audio (background music tracks and sound effects) were generated with AI tooling to prototype the game's mood before final assets. AI was also used as a coding assistant during development. All puzzle design, game mechanics, story, level content, and code decisions were authored and reviewed by humans. No player-submitted data is sent to any AI system at runtime — the game is fully offline.
(This text was also generated with the help of AI) | Oulda | - | Jul 2, 2026 | |
Critical Ward In-game content artaudiocode | Artificial intelligence tools were used to refine part of the game's music and certain sound effects, as well as specific graphical assets, support programming, debugging, and bug-fixing tasks | BiEsEl | - | Jul 2, 2026 | |
Corefall: Idle Dungeon RPG In-game content artcode | I used AI to help review code and check for any bugs. Also a few small pieces of art that will be changed/updated by release while we get artists commissioned. | IdleGear | - | Jul 2, 2026 | |
水滴打砖块 In-game content artcode | Game code: AI-assisted
Background artwork: AI-generated images
Character artwork: AI-generated images | KING | - | Jul 2, 2026 | |
Idle Startup In-game content artcode | Idle Startup is made by a solo developer with the help of generative AI. The milestone background artwork — the illustrations that unlock as each skill levels up — is generated with AI image tools and then selected and curated by the developer. The game's code is also written with the assistance of AI coding tools. All music and sound effects are generated procedurally in code, the interface art and icons are hand-drawn, and all in-game text is written by the developer. | Merrill Lines | 314 | Jul 2, 2026 | |
Curse of the Dungeon Engine In-game content arttextaudiocode | Gen AI was used for coding, models, textures, dialogue, audio, music and brainstorming | Ed Rethardo | - | Jul 2, 2026 | |
Steel Crawlers Dev only code | Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion. | Artcodeup | - | Jul 2, 2026 | |
朱元璋模拟器 In-game content artaudiocodetext | This game employs AI-generated materials to enhance overall development efficiency. Every asset has been manually reviewed, checked, and revised by our team. | 库兰游戏 | - | Jul 2, 2026 | |
Retro Robot Rescue In-game content artaudiocodetext | Retro Robot Rescue was developed with the assistance of generative AI tools. AI assisted tools were used during development to help create and refine certain visual assets, music, sound effects, localization content, marketing materials, and portions of the game's code. All content included in the final game was selected, reviewed, edited, and integrated by the developer. | Z Digital | - | Jul 2, 2026 | |
AKASHA In-game content artaudiocode | This game was developed with the extensive use of generative AI across all stages of production, including programming, visual assets, and soundscapes. | RunicAtelier | - | Jul 2, 2026 | |
你画你猜 In-game content audiotextcode | ransparency Regarding AI Usage:
We believe in being open with our community. To create a richer world, some of the music and text content in this game were generated using AI. Our development team also utilized AI coding assistants to help accelerate the development process. We understand the community's perspective on AI, and please be assured that all AI-generated assets have been strictly reviewed and refined by our human team. Thank you for your support and understanding! | BAILAICHUANGYUE | - | Jul 2, 2026 | |
ORU IN THE VOID In-game content arttextcode | Generative AI tools were used during development to assist in the creation of certain visual assets, including Steam store capsules, and some UI button icons (keyboard and controller prompts). AI was also used to assist with text translation, writing improvements, and programming assistance during development. All AI-assisted content has been reviewed, edited, and integrated by the developer before being included in the game or on the Steam store page. The game does not generate AI content during gameplay. | ATC GAMES | - | Jul 1, 2026 | |
AIpocalypse In-game content artaudiotextcode | This game makes extensive use of generative AI for nearly all player-facing content.
All assets, textures, shaders, fonts, some animations, sound effects, and music are fully generated using AI tools and then integrated and refined within the game. As a core rule of the project, everything the player sees and hears has to be AI-generated.
Game design, mechanics, level design, and technical implementation are created and controlled by the developer. AI is used as a content creation tool and does not dynamically generate gameplay content or influence player experience in real time.
No personal player data is processed by AI systems during gameplay. | fatcatgames | - | Jul 1, 2026 | |
Conglomerate In-game content artcode | AI has been used to refine the game balance, produce the graphics and the code for Conglomerate. As a solo indie dev, AI is used to bounce ideas and support the game development, replicating having a development partner. | Pale Ember Games | - | Jul 1, 2026 | |
Lily Fantasia In-game content textcode | AI tools are used only as internal support during the development process, such as checking dialogue for typos, missing words, and the correctness of text-effect tags, as well as providing programming support. | Wiseye Studio Co., ltd. | - | Jul 1, 2026 | |
Pirate Attack: Ocean Survival Store/marketing artcode | -Ai created the picture for the shop site
-helped programming the game | Minima Games | - | Jul 1, 2026 | |
Caïssa Board In-game content arttextaudiocode | AI was utilized in the following areas:
* Art Assets: Two textures (the move marker and UI background) were generated using AI tools.
* Development: AI was primarily used for code review, debugging, and localization support.
* Audio: Some musical tracks and voices may have been AI-generated.
Text: Help text was generated and proofread with AI assistance.
* In-Game Feature: The game includes llama.cpp, enabling an experimental feature where players can consult an AI about chess moves. | Dominique Lorre | - | Jul 1, 2026 | |
The Pathbound Wayfarer Dev only textcode | Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players. | DONG SHAOHUA | - | Jun 30, 2026 | |
The Rich Die First In-game content arttextcode | Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product. | Huiyi Chu | - | Jun 30, 2026 | |
CUMANIOK Dev only code | Artificial intelligence is used exclusively as a tool to assist the developer in editing the source code structure (optimizing Unity script logic), checking compilation errors, and assisting with stylistic design. The AI is not constantly loaded during gameplay. | KUWA | - | Jun 30, 2026 | |
Threadstorm In-game content artcode | How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards. | Justus Nacken | - | Jun 30, 2026 | |
DEBTMASTER Unclear codeart | Code and Art | Zeus | - | Jun 30, 2026 | |
Meowdness In-game content artaudiocodetext | This game contains content created with the assistance of generative AI during development.
Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer.
The game does not use generative AI to create content during gameplay. | Snowball Games | - | Jun 29, 2026 | |
FrontierCraft In-game content audiocode | Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay. | Innershed | - | Jun 29, 2026 | |
Daily War Online Dev only code | Developed using Claude Code. | Daily War Online | - | Jun 29, 2026 | |
Patch and Pray In-game content arttextcode | Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play. | Raclette Games | - | Jun 29, 2026 | |
よろず屋の品定め In-game content artcode | I use AI-generated content—such as game illustrations—as a basis for refinement or as a reference.
I also use AI to write code, or refer to the code it generates. | ニトロカルボナーラ | - | Jun 29, 2026 | |
Mindscape Dev only code | Codex, powered by ChatGPT, was used as a coding assistant during development.
I’m a software engineer with 25 years of programming experience. I used Codex to help with technical implementation while I focused on the game’s design, systems, balance, and overall feel. It made it possible to build Mindscape in my spare time and release it for free. | Vladlen Manshin | - | Jun 29, 2026 | |
Tails in Pairs In-game content artaudiocode | One man team here. AI helped me learn to code and I also used it to help generate some of the artwork and voices. All of the artwork generated by AI has been carefully polished and modified. | NovaDare | - | Jun 28, 2026 | |
Crim Ludus In-game content artaudiocode | The game currently relies on AI for some UI Art Assets, programming, and sound effects. | Hawk Vision Games LLC | - | Jun 28, 2026 | |
除靈館 In-game content arttextcode | Approximately 90% of Haunted House's content (art, text, narrative, game design, and code) is AI-generated, using ComfyUI / Stable Diffusion with custom LoRA, LLMs, and AI coding assistants. All AI outputs are reviewed, edited, and integrated by Hoppy, the sole developer. Music and sound effects are licensed, not AI-generated. No voice acting. Final creative direction and decisions are by Hoppy. | 改變娛樂工作室 | - | Jun 28, 2026 | |
魔法少女甜心3D Magical Girl Sweetheart 3D Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 28, 2026 | |
Neno Havoc Store/marketing artcode | Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation. | Dusk Quill Studio | - | Jun 28, 2026 | |
Last Rail Dev only codeart | AI tools were used in a limited capacity during the development of the game, primarily to assist with certain programming tasks and the creation of temporary assets.
No AI-generated content is created in real time while playing the game. | Benar'd Games | - | Jun 28, 2026 | |
Nosteria In-game content artaudiocode | Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements. | YONDER JUMP | - | Jun 28, 2026 | |
The Living Atlas In-game content artcode | The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input. | A.R.B. Andrews | - | Jun 28, 2026 | |
1/16384 Dev only code | This work includes content generated by AI for coding assistance. | MikageGames | - | Jun 28, 2026 | |
Keep Drawing: Webtoon Tycoon In-game content artcode | Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed. | HuDoEs | - | Jun 28, 2026 | |
Microcosm In-game content textcode | The in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant. | tifu.xyz | - | Jun 28, 2026 |