We used AI for translation and coding work. However, all graphic assets were hand-drawn by us!
- Creator
- BunnyHop
- Reviews
- -
- Added
- Jun 3, 2026
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We used AI for translation and coding work. However, all graphic assets were hand-drawn by us!
During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas. As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience. Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me. I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game. Thank you sincerely for your understanding, your interest in the project, and your support of independent game development.
In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence.
AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined.
The art and code of this game are fully generated with AI assistance.
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design. Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines.
Coding Supported by anthropic Opus 4.6 & Opus 4.7 Music 13 era-specific tracks generated with Google Lyria · manually curated and mastered Voice (Klammi) Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM Avatars & Images Generated with DALL-E / Google Gemini Image · manually selected and background-removed Mascot Videos (Klammi) Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px Logo & Branding Generated with Google Gemini · background removed with rembg Translation Original content written in german, translated by Claude Sonett 4.6
AI tools were used during development to assist in generating custom sound effects, instrumental music assets, and code optimization. The technology was also utilized as a base to pre-fabricate certain background environment elements. However, all character designs and frame-by-frame 2D animations were 100% hand-drawn and manually created by a solo developer.
AI tools were used during development to assist with writing and improving the game’s C# code. All AI-assisted code was reviewed, manually adjusted, and fully tested by the developer. No AI is used during gameplay, and no AI-generated assets (such as images or sounds) are included in the final game
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
This game was developed using AI-generated code and art.
I use AI to summarize documentation, criticize my code, and help me make sense of error messages. Sometimes I feel discouraged and I ask AI to write stuff for me. Seeing the garbage it produces makes me feel better, and encourages me to try again :)
This game includes pre-generated AI-assisted content created during development, including portions of visual art, audio, and code. All final in-game content has been reviewed, edited, curated, and integrated by the developer. The game does not use live-generated AI during gameplay and does not connect to external AI services.
We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand.
The code and art assets were created with the assistance of generative AI.
coding
Bugs in the code were located via AI.
AI translated the text content and included a few codes.
As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement.
Code review and optimization; Some texture/sample generation
This game uses generative AI for code writing and text work. All final content is manually reviewed and edited.
Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay.
We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team.
Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content.
Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI.
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Help with localization and some coding assistance.
Some effect assets Some BGM tracks Coding assistance
AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game.
This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime — every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay.
The game is mostly made by hand, ai was used for this things: 1) Translations 2) A couple of sprites and scripts 3) Composition of promo banners
Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer.
This game was developed with the assistance of AI-based tools for programming support, debugging, and general development assistance. All content, gameplay design, and final implementation were reviewed and integrated by the developer.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer.
The sounds in the game are played based on code generated by AI.
This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer.
AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used.
This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay.
There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation. Several other uses are planned, including localization. AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date.
Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work.
Generative AI tools were used during development to assist with code, localization text, store page copy, and procedural geometric marketing assets. The game does not use live generative AI during gameplay. All AI-assisted content was reviewed, edited, and integrated by the developer.
This game was developed with assistance from generative AI tools. AI was used as a development aid for coding support, gameplay design iteration, text drafting, translations, store descriptions and creative concepting. All AI-assisted content was reviewed, edited, selected, integrated and tested by the developer. The game does not use generative AI to create new images, audio, text or gameplay content in real time during normal gameplay.
I used ai for some parts of coding to make tedious tasks quick. Or for help when needing to know how to program something
This game uses generative AI during parts of development. Generative AI was used to assist in creating character portraits, event illustrations, some walking graphics, background images, voice, icons, and parts of scripting. All generated assets and code were reviewed, edited, and adjusted by the developer before implementation. This game does not include live AI-generated content during gameplay.
Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during development to assist with programming.
This game uses generative artificial intelligence to assist with code writing and the generation of certain text content.
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
AI is used when coding. All arts are hand-drawn.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Poping Aquarium In-game content textcode | We used AI for translation and coding work. However, all graphic assets were hand-drawn by us! | BunnyHop | - | Jun 3, 2026 | |
Totoball 2 In-game content artaudiocode | During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas.
As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience.
Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me.
I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game.
Thank you sincerely for your understanding, your interest in the project, and your support of independent game development. | Artur Rezende | - | Jun 3, 2026 | |
Astro beasts In-game content codeart | In our game, some sections of code are generated by artificial intelligence, a common practice among developers and quality assurance engineers. Some images are also generated by artificial intelligence. | Well-fed dogs | - | Jun 3, 2026 | |
GREEN WITCH WAGON Dev only code | AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined. | TunderWunder | - | Jun 3, 2026 | |
文明幸存者 In-game content artcode | The art and code of this game are fully generated with AI assistance. | 缘码游戏工作室 | 10 | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Hold'em Fold'em Poker In-game content artcode | Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design.
Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines. | Longdog Games | - | Jun 3, 2026 | |
Pitch & Pixel In-game content codeaudioarttext | Coding
Supported by anthropic Opus 4.6 & Opus 4.7
Music
13 era-specific tracks generated with Google Lyria · manually curated and mastered
Voice (Klammi)
Google Gemini TTS "Puck" · German · Opus 96 kbit/s WebM
Avatars & Images
Generated with DALL-E / Google Gemini Image · manually selected and background-removed
Mascot Videos (Klammi)
Google Veo 2.0 · Luma-Key + VP9-Alpha pipeline · 480×480 px
Logo & Branding
Generated with Google Gemini · background removed with rembg
Translation
Original content written in german, translated by Claude Sonett 4.6 | Robert Kolloch | - | Jun 3, 2026 | |
Folclore Xamin In-game content audiocodeart | AI tools were used during development to assist in generating custom sound effects, instrumental music assets, and code optimization. The technology was also utilized as a base to pre-fabricate certain background environment elements. However, all character designs and frame-by-frame 2D animations were 100% hand-drawn and manually created by a solo developer. | StudioFDS | - | Jun 3, 2026 | |
BWM Dev only code | AI tools were used during development to assist with writing and improving the game’s C# code. All AI-assisted code was reviewed, manually adjusted, and fully tested by the developer. No AI is used during gameplay, and no AI-generated assets (such as images or sounds) are included in the final game | as | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
食刻Eatime In-game content artcode | This game was developed using AI-generated code and art. | Astral Rite | - | Jun 3, 2026 | |
AI CARAMBA Dev only codetext | I use AI to summarize documentation, criticize my code, and help me make sense of error messages.
Sometimes I feel discouraged and I ask AI to write stuff for me. Seeing the garbage it produces makes me feel better, and encourages me to try again :) | Works of Love | - | Jun 3, 2026 | |
Time Collage: Focus Puzzle In-game content artaudiocode | This game includes pre-generated AI-assisted content created during development, including portions of visual art, audio, and code. All final in-game content has been reviewed, edited, curated, and integrated by the developer. The game does not use live-generated AI during gameplay and does not connect to external AI services. | 止焉工作室 / ZhiYanStudio | - | Jun 3, 2026 | |
魔律物语-韦德霍尔克学院 In-game content artcode | We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand. | 杭州达图雷网络科技有限公司 | - | Jun 3, 2026 | |
Hell-O-Word In-game content artcode | The code and art assets were created with the assistance of generative AI. | KYChen | - | Jun 3, 2026 | |
BanPick Master Dev only code | coding | PenguinGod | - | Jun 3, 2026 | |
Cambiando Dev only code | Bugs in the code were located via AI. | Undeadmitten | - | Jun 3, 2026 | |
Fomo-trading In-game content textcode | AI translated the text content and included a few codes. | 明夜 | 12 | Jun 3, 2026 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
Horde Beyond In-game content codeart | Code review and optimization; Some texture/sample generation | Confident Media Group | - | Jun 3, 2026 | |
are you humen? In-game content codetext | This game uses generative AI for code writing and text work. All final content is manually reviewed and edited. | BD patch game | - | Jun 3, 2026 | |
Submission Saga: The Jiu Jitsu RPG In-game content arttextcode | Some UI icons, character and creature sprites, and other in-game graphics in Submission Saga were created with the assistance of generative AI image tools (including Pixellab.ai), and portions of the store page text were drafted with AI writing assistance. Portions of the game's source code were also written with the assistance of an AI coding assistant. All AI-generated content was reviewed, edited, and curated by the developer before inclusion. No AI is used to generate content live during gameplay. | Nate Markham | - | Jun 3, 2026 | |
Dream Fortress Dev only artcode | We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team. | TeamK | - | Jun 3, 2026 | |
Tomorrow's Gonna Be a Long Day Dev only code | Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content. | FrostyPixels | - | Jun 3, 2026 | |
Playful Pursuit In-game content artcode | Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI. | Ometecuhtli Entertainment | - | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
Joey The Duck In-game content textcode | Help with localization and some coding assistance. | Sikor | 14 | Jun 3, 2026 | |
鰹節クリッカー In-game content artaudiocode | Some effect assets
Some BGM tracks
Coding assistance | AshimaruGames | - | Jun 3, 2026 | |
ENDLESS SIGNAL In-game content textartcode | AI tools were used during development for assistance with English localization, parts of programming, and the creation of certain icons and visual assets. All generated content was reviewed and edited by the developer before being included in the final game. | gamugamugames | - | Jun 3, 2026 | |
Shadow Gates In-game content artcode | This game uses generative AI to assist with the creation of pixel art assets (character sprites, projectiles, icons, capsule art) and to support code development. All generated content was reviewed, integrated, and finalized by the developer. No AI is used at runtime —
every asset is pre-generated and baked into the build. No player data is sent to AI services during gameplay. | Facundo Morelli | - | May 23, 2026 | |
Arrownomics In-game content textartcode | The game is mostly made by hand, ai was used for this things:
1) Translations
2) A couple of sprites and scripts
3) Composition of promo banners | 717 pixels | - | May 23, 2026 | |
SIGNAL PIT In-game content artcode | Visual assets and portions of code were created with the assistance of generative AI tools and curated by the developer. | Chooon | - | May 23, 2026 | |
Liminal 98 Dev only code | This game was developed with the assistance of AI-based tools for programming support, debugging, and general development assistance. All content, gameplay design, and final implementation were reviewed and integrated by the developer. | BloodHound Studio | - | May 23, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
Tower & Invasion Dev only code | Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer. | KingDara Studio | - | May 23, 2026 | |
BIOTONE In-game content audiocode | The sounds in the game are played based on code generated by AI. | KAYAC Inc. | - | May 23, 2026 | |
Pangy: Into The City In-game content audiocode | This game is a solo development project created entirely by one person. All ideas, level design, 3D models, animations, visual assets, images, and core coding were made by hand and mind of the developer. Artificial intelligence was used only in a supportive role, specifically to assist with minor coding tasks and to generate certain sound effects. The creative vision, gameplay systems, and all visual content are original works produced directly by the developer. | Kwan NG | - | May 23, 2026 | |
REDLINE — Strings of Fate In-game content textcode | AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used. | Moteru Games | - | May 23, 2026 | |
Pour Decisions In-game content artaudiocode | This game was developed with the assistance of generative AI tools. AI was used during development to assist with code, audio, and visual assets. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI operates at runtime during gameplay. | Way She Goes Studios | - | May 23, 2026 | |
HullRats Live AI textcodeart | There's a local Large Language Model that integrates with the game's systems and is used primarily for but not limited to dialogue generation.
Several other uses are planned, including localization.
AI has been used for coding and in a limited capacity for creating placeholder assets that will be replaced at a later date. | Dan Danciu | - | May 23, 2026 | |
Dead Sector In-game content artcode | Dead Sector's in-game rank insignia icons, app icon, and Steam store graphics were produced procedurally via custom Python rendering scripts (PIL and resvg) authored with AI coding assistance. The output is deterministic vector and raster compositing, not generative-AI imagery. No image, audio, or animation generation models were used in any content shipped with the game. Game design, mechanics design and logic are original developer work. | Lonely Cloud | - | May 23, 2026 | |
Orbit Breaker In-game content codetextart | Generative AI tools were used during development to assist with code, localization text, store page copy, and procedural geometric marketing assets. The game does not use live generative AI during gameplay. All AI-assisted content was reviewed, edited, and integrated by the developer. | Shape Loop Studio | - | May 23, 2026 | |
FussyCraft Survival: Sandbox In-game content codetext | This game was developed with assistance from generative AI tools. AI was used as a development aid for coding support, gameplay design iteration, text drafting, translations, store descriptions and creative concepting.
All AI-assisted content was reviewed, edited, selected, integrated and tested by the developer. The game does not use generative AI to create new images, audio, text or gameplay content in real time during normal gameplay. | FussyCraft | - | May 23, 2026 | |
Project Melvin Dev only code | I used ai for some parts of coding to make tedious tasks quick. Or for help when needing to know how to program something | CrunchyCookie | - | May 23, 2026 | |
ぺちぺちハクスラ In-game content artaudiocode | This game uses generative AI during parts of development.
Generative AI was used to assist in creating character portraits, event illustrations, some walking graphics, background images, voice, icons, and parts of scripting.
All generated assets and code were reviewed, edited, and adjusted by the developer before implementation.
This game does not include live AI-generated content during gameplay. | ディンク | - | May 23, 2026 | |
Vector Storm Dev only code | Vector Storm's music is procedurally generated in real time using mathematical audio synthesis — not a generative AI
model. The game contains no AI-generated artwork, dialogue, or other content. AI coding tools were used during
development to assist with programming. | WHODATYAT | - | May 23, 2026 | |
ams的MBTI测试 In-game content textcode | This game uses generative artificial intelligence to assist with code writing and the generation of certain text content. | amashigeo | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
Lang! Dev only code | AI is used when coding. All arts are hand-drawn. | Team Lang! | - | May 23, 2026 |