AI services have been used for both code and asset generation in this game.
- Creator
- Aterx Hobby
- Reviews
- -
- Added
- Jun 15, 2026
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AI services have been used for both code and asset generation in this game.
AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Code written with AI assistance. Use AI to generate descriptions for planets.
Partial game source codes, texture assets and store promotional artwork are created with generative AI tools. All AI-generated contents have been fully manually reviewed, modified and optimized by the developer before integrating into the final game build. No AI content is dynamically generated during gameplay.
AI is used for translation. I will let it translate by a human if there is enough interest. AI is used to fix grammer and spelling as well as improving the text. AI reviews my code.
This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards.
Some of the image assets in Panda vs Meow are created using generative AI tools and then manually edited and refined. Some of the music and sound effects are also AI-generated. Part of the game's code was written with AI assistance and reviewed by a human developer.
[Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay.
Some of the games code has been generated by AI.
We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team.
Images and code were generated using AI.
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.
AI tools were used in the development of this game, including code generation and image creation.
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.
Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions.
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.
Graphics and game code partially AI generated
"AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team."
AI was used during development as an assistant for coding and polishing written content.
Generative AI was not used to create artwork, audio, narrative content, or marketing assets for Dream Abstract. Generative AI tools were used during development to assist with coding and debugging.
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.
Art,Music,Code
About Art Assets DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials. About Character Voices and Speech Synthesis DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope. The character voices played at runtime are synthesized speech and are not original voice recordings. About the Use of Generative AI During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools. Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue. In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available. In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player. In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate. The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server. Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator.
IA was used mainly for coding The game is a digital version of my board game created in 2013.
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.
Generative AI was used during the development of this game. AI tools assisted with code debugging, algorithm design, and creative ideation. A significant portion of in-game assets—including 3D models, baked textures and materials, and visual artwork—were generated or modified using AI, and subsequently reviewed, adjusted, and integrated by the development team.
Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools.
Some aspects of the game utilize AI assistance, including with programming, some art, and music.
Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer.
AI is used on an ad hoc basis for: 3D model texturing, code assistance, and references for asset modeling. It does not affect gameplay or interactive content.
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.
Store artwork, animations, characters, quests, localization, programming.
We have utilized open-source, self-hosted AI tools for our localization process to make the game available to as many players as possible. Additionally, local AI tooling was used during development to assist with codebase navigation and a single instance of asset recovery for a lost legacy logo. No proprietary or cloud-based AI services were used.
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.
Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process. Content created with AI assistance during development: • The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer. • SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance. • Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests. • The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting. • Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer. • English and Spanish translations: pre-translated with AI, manually reviewed and polished. • Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components. No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match. All AI-assisted content was reviewed, tested, and approved by the human developer before release.
AI was used to write code for the game. All art, sound and gameplay decisions was made by Me.
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.
dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own.
This game uses AI assistance for portions of its programming code and store images.
AI tools were used to assist with some code development and selected Steam store page text. The core game design, gameplay, and creative direction are created by the development team. No live generative AI content is created during gameplay.
We augment studio art and engineering with AI-related tooling.
Art and engineering assets created by our studio are augmented with AI tooling and processes.
Generative AI was used as one of many development tools while creating Snake: Gridbreaker. As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements. Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience. The game does not generate content with AI during gameplay.
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.
All AI used to make this game has been limited to coordinating tasks and making minor images that will be replaced before release. Code assistance was a major portion of its use to find errors and fix script as needed. No AI is connecting to any third party or outside source during/before/after gameplay.
AI has helped creating the source code and store page text.
The C# code behind is created by the developer with the assistance of AI. The translation from English is also created by AI.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Railroad Rummy In-game content artcode | AI services have been used for both code and asset generation in this game. | Aterx Hobby | - | Jun 15, 2026 | |
Beak Shot In-game content textcodeart | AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team. | Goofball Games | - | Jun 15, 2026 | |
SLAMTOWN - Brawl Together In-game content artaudiocode | This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision. | Pair of Pixels | - | Jun 15, 2026 | |
Star Colony Unclear codetext | Code written with AI assistance.
Use AI to generate descriptions for planets. | Gumou | - | Jun 15, 2026 | |
墨影突围:无尽生存 In-game content artcode | Partial game source codes, texture assets and store promotional artwork are created with generative AI tools. All AI-generated contents have been fully manually reviewed, modified and optimized by the developer before integrating into the final game build. No AI content is dynamically generated during gameplay. | Li Yang | - | Jun 15, 2026 | |
Cropageddon Unclear textcode | AI is used for translation. I will let it translate by a human if there is enough interest.
AI is used to fix grammer and spelling as well as improving the text.
AI reviews my code. | Alexander Pavicevic | - | Jun 14, 2026 | |
Know Lychees / 来高州识荔枝 In-game content artaudiocode | This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards. | Big & Curly Games | - | Jun 14, 2026 | |
Panda vs Meow In-game content artaudiocode | Some of the image assets in Panda vs Meow are created using generative AI tools and then manually edited and refined. Some of the music and sound effects are also AI-generated. Part of the game's code was written with AI assistance and reviewed by a human developer. | Panda Koala Studio | - | Jun 13, 2026 | |
동방방위전 ~ AI Test in Touhou ~ In-game content artaudiocode | [Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay. | 식신공방 | 66 | Jun 13, 2026 | |
Funk&Fortune Dev only code | Some of the games code has been generated by AI. | Simon W. Rasmussen | - | Jun 13, 2026 | |
Firefly Trials Dev only artaudiocodetext | We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team. | Team Mochi | - | Jun 12, 2026 | |
Star Pact:Spirit Garden In-game content artcode | Images and code were generated using AI. | StarPact Garden | - | 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 | |
IDEA:20Q In-game content artcode | AI tools were used in the development of this game, including code generation and image creation. | OGA | - | 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 | |
Mage of Corruption In-game content artcode | Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions. | BD Interactive | - | 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 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | 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 | |
Buy High Sell Low Stock Trading Simulator Dev only textcode | AI was used during development as an assistant for coding and polishing written content. | Banyakarya | - | Jun 12, 2026 | |
Dream Abstract Dev only code | Generative AI was not used to create artwork, audio, narrative content, or marketing assets for Dream Abstract. Generative AI tools were used during development to assist with coding and debugging. | Greenbean | - | 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 | |
爪爪改造家2 PawRebuild 2 Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 12, 2026 | |
DesktopDaily Live AI textcodeart | About Art Assets
DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials.
About Character Voices and Speech Synthesis
DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope.
The character voices played at runtime are synthesized speech and are not original voice recordings.
About the Use of Generative AI
During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools.
Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue.
In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available.
In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player.
In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate.
The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server.
Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator. | Deskside Works | - | Jun 12, 2026 | |
TimbaDraft Dev only code | IA was used mainly for coding
The game is a digital version of my board game created in 2013. | The Marionettist | - | 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 | |
出马Spirit Rider In-game content artcode | Generative AI was used during the development of this game. AI tools assisted with code debugging, algorithm design, and creative ideation. A significant portion of in-game assets—including 3D models, baked textures and materials, and visual artwork—were generated or modified using AI, and subsequently reviewed, adjusted, and integrated by the development team. | 狗狗显卡 | - | Jun 12, 2026 | |
Aetherantis Realm of Fates In-game content arttextcode | Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools. | qiongwan | - | 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 | |
Castaway: Lost Horizon Store/marketing textartcode | Generative AI tools were used to assist with development, including code support, store text drafting, and some visual/marketing assets. Final content was reviewed and edited by the developer. | Fortuna Lectiones | - | Jun 12, 2026 | |
Streamer Survival In-game content artcode | AI is used on an ad hoc basis for: 3D model texturing, code assistance, and references for asset modeling. It does not affect gameplay or interactive content. | mein74555 | - | 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 | |
Critter Quest In-game content arttextcode | Store artwork, animations, characters, quests, localization, programming. | BlackSails.com | - | Jun 11, 2026 | |
Crimson Tactics: The Rise of The White Banner In-game content textartcode | We have utilized open-source, self-hosted AI tools for our localization process to make the game available to as many players as possible. Additionally, local AI tooling was used during development to assist with codebase navigation and a single instance of asset recovery for a lost legacy logo. No proprietary or cloud-based AI services were used. | Black March Studios | 242 | 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 | |
Terra Concordia - Civilizações em Harmonia In-game content arttextcode | Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process.
Content created with AI assistance during development:
• The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer.
• SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance.
• Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests.
• The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting.
• Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer.
• English and Spanish translations: pre-translated with AI, manually reviewed and polished.
• Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components.
No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match.
All AI-assisted content was reviewed, tested, and approved by the human developer before release. | NCB Games | - | Jun 11, 2026 | |
Tiny Taxi Dev only code | AI was used to write code for the game.
All art, sound and gameplay decisions was made by Me. | Gorgo Games | - | 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 | |
Dream Strobe Live AI artcode | dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own. | Upside Down Bird | - | Jun 11, 2026 | |
Neon Sector In-game content codeart | This game uses AI assistance for portions of its programming code and store images. | SaveFourIntGames | - | Jun 11, 2026 | |
Tomb Tails Store/marketing textcode | AI tools were used to assist with some code development and selected Steam store page text. The core game design, gameplay, and creative direction are created by the development team. No live generative AI content is created during gameplay. | Daytime Devs | - | Jun 11, 2026 | |
Tailbreak Dev only artcode | We augment studio art and engineering with AI-related tooling. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Railbreak DX In-game content artcode | Art and engineering assets created by our studio are augmented with AI tooling and processes. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Snake: Gridbreaker In-game content artcodetext | Generative AI was used as one of many development tools while creating Snake: Gridbreaker.
As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements.
Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience.
The game does not generate content with AI during gameplay. | Arkadiusz Włodarczyk | - | 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 | |
3D Print Shop Simulator Dev only artcode | All AI used to make this game has been limited to coordinating tasks and making minor images that will be replaced before release. Code assistance was a major portion of its use to find errors and fix script as needed.
No AI is connecting to any third party or outside source during/before/after gameplay. | Spadez | - | Jun 10, 2026 | |
Wetline Store/marketing codetext | AI has helped creating the source code and store page text. | AceBuffer | - | Jun 10, 2026 | |
Medieval Fantasy In-game content codetext | The C# code behind is created by the developer with the assistance of AI. The translation from English is also created by AI. | Tsz Hin Tsang | - | 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 |