Some additional support in development, there is no dynamic generated code
- Creator
- 1337Interactive
- Reviews
- -
- Added
- May 23, 2026
Public Steam disclosure research 25,394 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some additional support in development, there is no dynamic generated code
Used GenAI for the trailer, code, assets.
How I use AI: To have it translated. To have it coded. To have the Impressionist-style-like paintings I painted transformed into accurate, precise images. To have the songs I composed enhanced with various instruments.
This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design.
Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements.
We use generative AI for coding and translation.
All assets (including music and sound) and most of the logic has been generated with the help of A.I.
Generative AI was used to assist in the development and optimization of the game's source code.
The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human.
Artwork and coding elements have been created with the use of generative AI
Exonie Online uses pre-generated AI content to provide a high-quality multiplayer experience. Gameplay Code: Generative AI was used as a primary collaborative tool to develop the game's networking logic, hybrid asset-loading systems, and core mechanics. Visual Assets: AI tools were used to generate environmental maps, character sprites, and UI elements. Audio: The game’s soundtrack was generated using Suno AI (Pro Tier), ensuring the developer holds full commercial rights. All AI-assisted content was manually reviewed and integrated by the developer. No AI content is generated live during gameplay
Generative AI was used to assist in writing code for the game
This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay.
The developer has used generative artificial intelligence tools for assistance during development. This includes code generation and optimization, drafting and translating text for the store page, and creating promotional images and marketing assets. All generated elements have been manually reviewed and edited to fit the project's vision
All Store images built with a baseline of Genertive AI and heavly modified before upload Some Code mainly underlying Features are Made With Generative AI
This game uses generative AI in the creation of its assets (artwork, music, text, code) and during gameplay to judge word associations via Google Gemini.
This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase. In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design.
Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime.
I utilized generative artificial intelligence (AI) tools during the development of this game. The specific applications are as follows: Art & Visual Assets: Generative AI was used to create a portion of the in-game images, textures, and visual concept art. All such assets were subsequently refined and optimized manually. Music & Sound Effects: Certain background music and audio assets were generated using AI tools to enhance the overall auditory experience. Programming & Development: AI-generated code snippets were integrated into the development process, and AI tools were utilized to assist in code optimization and troubleshooting of game logic.
This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game.
This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations.
AI generation tools were utilized to assist in the creation of static 2D/3D background aesthetic assets, as well as for structural programming assistance involving the core mathematical idling engines
AI generative has been moderately used for some graphic assets like background images or some collectible characters. AI generative has been also moderaterly used for coding support to fasten operations. All in game characters and elements had been strictly and manually designed in pixel art. The music and sound are absolutely produced without AI
This game uses AI to create assets(in game assets and steam shop) and vibe coding
This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding. Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations.
Code, text, and image generation
AI was only used to generate game code and shader code. Everything else was made by people.
Generative AI is used as an assistive tool in the development of this game, including visual assets (item, ability, and boss icons), code, and music. All AI-generated content is produced under direct human creative direction, with the developer serving as director and approver at every stage. AI assists — the human decides.
We are using generative AI for first-wave localization and some software implementation (Claude code). We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets.
This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability.
Generative AI used just for parts of code and documentation.
This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork.
Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it. Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it. Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself: - Coding assistance while writing the game's GDScript. - An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions. - Assistance in building linters (Valve YAML sheets) that check the project's text. - Drafting and summarizing the release notes (patch notes) from the project's changelog. None of this creates any of the writing, art, audio, or design inside the game. Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows.
Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping.
Artificial intelligence tools were used during the development of this game. AI-assisted tools were utilized in certain parts of the coding process and for generating some visual assets. All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency and quality.
During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it.
This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems.
This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing.
This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience.
This game used AI in code and UI development
Generative AI "Gemini" was utilized across various stages of development, including coding and image generation. While AI helped improve development efficiency, all final adjustments and quality control were performed manually with the utmost care to ensure the best possible experience for our players.
Generative AI tools were used exclusively during the development process for brainstorming ideas and coding assistance. All in-game assets—including art, animation, audio, and narrative—were entirely created by our human team.
AI was used as a coding assistant and for assistance with sprite animation. However none of the art was fully generated by AI. All art, be it music or drawn, was originally created by myself, the sole developer, or from open source creators.
All of the game's code was generated using generative AI, and no code was manually written by the developer. The gameplay, levels, balancing, controls, and overall player experience were entirely designed, directed, tested, and ultimately approved by a human creator.
AI tools were used only during development for tasks such as code assistance and partial media creation (e.g., some music elements). No AI systems run in the game itself, and AI does not affect gameplay or player experience
During the development of Furious Kitchen, we utilized generative Artificial Intelligence (AI) tools to assist in content creation and optimization. The specific implementations are as follows: Programming & Scripts: We used AI programming assistants (Large Language Models) to help write and refactor underlying game logic code, as well as to assist with the implementation of the multi-language localization system and text translation. Art Assets : Certain visual elements within the game (such as UI icons, background assets, or promotional base art) were created with the assistance of AI image generation tools. All generated images were subsequently redrawn, modified, and stylized manually by the developer to fit the game's aesthetic. Music & Audio : Some background music or sound effect assets in the game were composed and arranged using AI audio generation tools. This game does not feature any live-generated AI content (i.e., AI content generated in real-time while playing). All AI-assisted assets were pre-generated during the development phase and carefully reviewed to ensure they do not infringe upon any third-party copyrights.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
Some parts of this game were created with the assistance of generative AI tools, including certain visual assets, sounds, and code. All AI-generated content has been reviewed and modified by the developer to ensure quality and consistency.
This game uses AI-assisted tools during development for certain visual and technical elements. All generated content has been manually reviewed, refined, and integrated to ensure a cohesive artistic direction and high-quality player experience.
Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Rally TS Dev only code | Some additional support in development, there is no dynamic generated code | 1337Interactive | - | May 23, 2026 | |
Founders Save The World Store/marketing artcode | Used GenAI for the trailer, code, assets. | Sanjay Kumar Rajpoot | - | May 23, 2026 | |
BEAUTY OR THE BEAST Dev only textcodeartaudio | How I use AI:
To have it translated.
To have it coded.
To have the Impressionist-style-like paintings I painted transformed into accurate, precise images.
To have the songs I composed enhanced with various instruments. | YOSKEANS | - | May 23, 2026 | |
Warlords of the Dying Age In-game content artaudiotextcode | This game was built extensively with generative AI. AI tools were used to assist with code development, pixel art generation, music composition, sound effect creation, voice acting, dialogue writing, story design, and game design. | Kronarc Engine Collective | - | May 23, 2026 | |
Subsuelo In-game content artcode | Generative AI has been used during the development of this game in the following ways: AI tools were used to assist in writing part of the game's source code and to help create or refine some 2D graphic assets, such as logos and UI elements. | SirthGames | - | May 23, 2026 | |
AGI Developer: Click Is All You Need Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | May 23, 2026 | |
Gridlock In-game content artaudiotextcode | All assets (including music and sound) and most of the logic has been generated with the help of A.I. | Aeterna | - | May 23, 2026 | |
Behold! My Beef Knife Dev only code | Generative AI was used to assist in the development and optimization of the game's source code. | Dog in the Shell | - | May 23, 2026 | |
The Bone Crypt In-game content artcodetext | The core concepts, rules, and gameplay mechanics of The Bone Yard are entirely my own original creation. Because this is a solo passion project, I utilized generative AI as a development assistant to help bring my vision to life. AI tools were used to help brainstorm visual design elements, which I then curated and integrated into the game. I also used AI to assist with coding and text localization. The heart of the game, how it plays, how it feels, is 100% USDA Prime Human. | T-Squared Conglomerate | - | May 23, 2026 | |
Aethinion Unclear artcode | Artwork and coding elements have been created with the use of generative AI | Lunar Penguin | - | May 23, 2026 | |
Exonie Online In-game content artaudiocode | Exonie Online uses pre-generated AI content to provide a high-quality multiplayer experience.
Gameplay Code: Generative AI was used as a primary collaborative tool to develop the game's networking logic, hybrid asset-loading systems, and core mechanics.
Visual Assets: AI tools were used to generate environmental maps, character sprites, and UI elements.
Audio: The game’s soundtrack was generated using Suno AI (Pro Tier), ensuring the developer holds full commercial rights.
All AI-assisted content was manually reviewed and integrated by the developer. No AI content is generated live during gameplay | Xenie Gaming | 14 | May 23, 2026 | |
Graveknell Dev only code | Generative AI was used to assist in writing code for the game | SAA | - | May 23, 2026 | |
不死精灵 Dev only code | This game uses generative artificial intelligence to assist in writing portions of its code during development. All AI-generated content has been manually reviewed, modified, and tested by the development team to ensure the game's stability, security, and content compliance. No real-time AI content is generated during gameplay. | hikkk-1 | - | May 23, 2026 | |
Tessellar Store/marketing codetextart | The developer has used generative artificial intelligence tools for assistance during development. This includes code generation and optimization, drafting and translating text for the store page, and creating promotional images and marketing assets. All generated elements have been manually reviewed and edited to fit the project's vision | Nightware Games | - | May 23, 2026 | |
AB.Net Store/marketing codeart | All Store images built with a baseline of Genertive AI and heavly modified before upload
Some Code mainly underlying Features are Made With Generative AI | Timothy Hacquebord | - | May 23, 2026 | |
GOHEI Live AI artaudiotextcode | This game uses generative AI in the creation of its assets (artwork, music, text, code) and during gameplay to judge word associations via Google Gemini. | TredGames | 17 | May 23, 2026 | |
Syntaris In-game content artcode | This game uses generative artificial intelligence tools during parts of its development process. AI assistance was used in a limited capacity for implementing certain minor systems and supporting the coding workflow, representing a small portion of the overall codebase.
In addition, some visual assets and UI elements were created or enhanced using AI-generated imagery, often combined with manual editing and integration to fit the game’s style and design. | Yusuf AKYILDIZ | - | May 23, 2026 | |
JUMP & MOW In-game content artaudiocode | Generative AI tools were utilized during the development of this game to assist in creating pre-generated content. Specifically, AI was used to aid in generating baseline code structures, composing background music tracks, and generating initial concepts and assets for 2D/3D art, UI elements, and promotional materials. All AI-generated outputs were heavily curated, modified, and refined by the developer to ensure they align perfectly with the game's creative vision, artistic style, and performance standards. The game does not utilize any live-generated AI content during runtime. | SparklingFishStudio | - | May 23, 2026 | |
Magical Girl OS 98 In-game content artaudiocode | I utilized generative artificial intelligence (AI) tools during the development of this game. The specific applications are as follows:
Art & Visual Assets: Generative AI was used to create a portion of the in-game images, textures, and visual concept art. All such assets were subsequently refined and optimized manually.
Music & Sound Effects: Certain background music and audio assets were generated using AI tools to enhance the overall auditory experience.
Programming & Development: AI-generated code snippets were integrated into the development process, and AI tools were utilized to assist in code optimization and troubleshooting of game logic. | Magical Girl Studio | - | May 23, 2026 | |
GridLock In-game content artcode | This game was developed with AI collaboration. Visual assets including unit sprites, tile textures, and promotional artwork were created with the assistance of generative AI. Game code was developed with AI pair programming. All AI-generated content was reviewed, curated, and refined by the developer. No AI content is produced dynamically during gameplay — all assets and code are pre-made and shipped with the game. | Mr. Phil Games | - | May 23, 2026 | |
Prism Age In-game content artcode | This product uses AI tools to assist in generating code, art assets, and other content. All AI-generated materials have been significantly edited, modified, and polished by human developers to ensure originality, quality, and compliance with copyright regulations. | IceStar | - | May 23, 2026 | |
LaVonne's Lemons Idle In-game content artcode | AI generation tools were utilized to assist in the creation of static 2D/3D background aesthetic assets, as well as for structural programming assistance involving the core mathematical idling engines | LaVonne | 32 | May 23, 2026 | |
Virurama In-game content artcode | AI generative has been moderately used for some graphic assets like background images or some collectible characters.
AI generative has been also moderaterly used for coding support to fasten operations.
All in game characters and elements had been strictly and manually designed in pixel art.
The music and sound are absolutely produced without AI | Fernando Menta | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
粒子战争 Particle Wars Dev only code | This game expands upon an open-source fluid physics framework, implementing real-time multi-particle physics simulation and strategic gameplay. Generative AI tools were used during development to assist with UI interface coding.
Important Note: The game does NOT contain any AI-generated content during runtime. All particle physics are procedurally simulated using SPH (Smoothed Particle Hydrodynamics) methods, with core physics calculations derived from open-source implementations. | jizai | - | May 23, 2026 | |
The Sage's Seven Unclear codetextart | Code, text, and image generation | Wit & Logic Lab | - | May 23, 2026 | |
Oar We There Yet? Dev only code | AI was only used to generate game code and shader code. Everything else was made by people. | V2 Games | - | May 23, 2026 | |
Iris Grid In-game content artcodeaudio | Generative AI is used as an assistive tool in the development of this game, including visual assets (item, ability, and boss icons), code, and music. All AI-generated content is produced under direct human creative direction, with the developer serving as director and approver at every stage. AI assists — the human decides. | Muyi Games | - | May 23, 2026 | |
Open Sourcerer In-game content textcode | We are using generative AI for first-wave localization and some software implementation (Claude code).
We recognize that human artists and programmers take precedence over these tools, and deserve real compensation as opposed to the cheap inferior labor of neural nets. | Gnarled Helix LLC | - | May 23, 2026 | |
Dispell In-game content codetext | This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability. | OneDown | - | May 23, 2026 | |
Momentum Fracture Dev only code | Generative AI used just for parts of code and documentation. | Arthur V. S. | - | May 23, 2026 | |
Archmage Idle In-game content codeart | This game was built by a solo developer using AI-assisted coding tools throughout development, including for generating SVG code that was rendered into game icons. All creative direction, game design, and visual style decisions were made by the developer. No AI image generation models were used to create artwork. | TopCog | 117 | May 23, 2026 | |
Dead Reckoning: The Long Drift In-game content codetext | Dead Reckoning is written, and designed by one person. I want to be precise about where AI tools do and don't appear in it.
Creative content — no generative AI. All writing, narrative, and design is mine. I've worked as a technical writer for twelve years; the game's voice is my own. All art and visual assets are hand-made or licensed from named human artists. All music and sound effects are licensed from named human creators (public domain / Creative Commons) — none of it is AI-generated. This is a hard line and I intend to keep it.
Development & release tooling — where AI assists. I use AI in the engineering and release pipeline only, never to author the game itself:
- Coding assistance while writing the game's GDScript.
- An automated QA/test harness that plays the simulation thousands of times to catch crashes and balance regressions.
- Assistance in building linters (Valve YAML sheets) that check the project's text.
- Drafting and summarizing the release notes (patch notes) from the project's changelog.
None of this creates any of the writing, art, audio, or design inside the game.
Localization. The four translations (German, French, Italian, Spanish) are machine-translated by DeepL from my English source, with automated guards that fall back to English wherever a translation would break. This is an accessibility vs. quality decision, and I decided on the former. Proper localizations are planned and will be contracted out if the budget allows. | Garan Lorn | 100 | May 23, 2026 | |
Stellar Hustler In-game content artaudiotextcode | Stellar Hustler uses generative AI tools to help create in game assets. All output is reviewed, edited and refined by the developer before shipping. | Cenrellia Studios | - | May 23, 2026 | |
Stamped : Visa Officer In-game content artcode | Artificial intelligence tools were used during the development of this game.
AI-assisted tools were utilized in certain parts of the coding process and for generating some visual assets.
All AI-generated content has been reviewed, modified, and integrated by the developer to ensure consistency and quality. | Dogukan Demirkilic | - | May 23, 2026 | |
Castle Wars: Legacy In-game content arttextcode | During development of this game AI was used for code completion, art generation, text descriptions and a psychological/motivational/emotional support as well as release planning. Pretty much at every step of this game dev journey the AI was part of it. | Proclive | - | May 23, 2026 | |
Tactilite In-game content artcode | This game uses AI-generated images for all in-game graphics, promotional materials, and store page assets (with the exception of some licensed UI icons). All generated graphics have been manually reviewed. Additionally, AI (Google Gemini) was used as a development tool to assist with writing code and designing game mechanics. However, the final game runs entirely offline and does not contain any live-generating AI systems. | Eloori Interactive | - | May 23, 2026 | |
We Believe in No Gods In-game content artcode | This game combines AI-assisted tools with original development work. Some art and code were created using AI for assisted illustration and polishing. | JIMIJIMI19 | - | May 23, 2026 | |
NEXUS CHESS In-game content artaudiocode | This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience. | Guy's Games | - | May 23, 2026 | |
Politisim Dev only code | This game used AI in code and UI development | OateyGames | - | May 23, 2026 | |
Rummy Attack Dev only artcode | Generative AI "Gemini" was utilized across various stages of development, including coding and image generation.
While AI helped improve development efficiency, all final adjustments and quality control were performed manually with the utmost care to ensure the best possible experience for our players. | radiuthree | - | May 23, 2026 | |
Frame by Frame Dev only code | Generative AI tools were used exclusively during the development process for brainstorming ideas and coding assistance. All in-game assets—including art, animation, audio, and narrative—were entirely created by our human team. | Michele Bissanti | - | May 23, 2026 | |
Court Wizard In-game content artcode | AI was used as a coding assistant and for assistance with sprite animation. However none of the art was fully generated by AI. All art, be it music or drawn, was originally created by myself, the sole developer, or from open source creators. | Blackhearth Games | - | May 23, 2026 | |
极线赛车 Dev only code | All of the game's code was generated using generative AI, and no code was manually written by the developer. The gameplay, levels, balancing, controls, and overall player experience were entirely designed, directed, tested, and ultimately approved by a human creator. | 贪玩狗工作室 | - | May 23, 2026 | |
Super Gerio Town In-game content codeaudio | AI tools were used only during development for tasks such as code assistance and partial media creation (e.g., some music elements).
No AI systems run in the game itself, and AI does not affect gameplay or player experience | Gentarou | - | May 23, 2026 | |
愤怒厨房 In-game content artaudiocodetext | During the development of Furious Kitchen, we utilized generative Artificial Intelligence (AI) tools to assist in content creation and optimization. The specific implementations are as follows:
Programming & Scripts: We used AI programming assistants (Large Language Models) to help write and refactor underlying game logic code, as well as to assist with the implementation of the multi-language localization system and text translation.
Art Assets : Certain visual elements within the game (such as UI icons, background assets, or promotional base art) were created with the assistance of AI image generation tools. All generated images were subsequently redrawn, modified, and stylized manually by the developer to fit the game's aesthetic.
Music & Audio : Some background music or sound effect assets in the game were composed and arranged using AI audio generation tools.
This game does not feature any live-generated AI content (i.e., AI content generated in real-time while playing). All AI-assisted assets were pre-generated during the development phase and carefully reviewed to ensure they do not infringe upon any third-party copyrights. | Light Feather | - | May 23, 2026 | |
Three Kingdoms : Alias In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Plotrick | 333 | May 23, 2026 | |
MarbleFlow In-game content artaudiocode | Some parts of this game were created with the assistance of generative AI tools, including certain visual assets, sounds, and code.
All AI-generated content has been reviewed and modified by the developer to ensure quality and consistency. | WayCrest | - | May 23, 2026 | |
Runeborne Arena In-game content artcode | This game uses AI-assisted tools during development for certain visual and technical elements. All generated content has been manually reviewed, refined, and integrated to ensure a cohesive artistic direction and high-quality player experience. | Trident Project | - | May 23, 2026 | |
Dude The Dark Agent Dev only artcode | Of course, we used some artificial intelligence technologies to speed up our business processes and produce higher quality and better-performing games. We used Claude for code development, ChatGPT for visual production, created the game's cover art with ChatGPT, and wrote the game's overall code architecture with the help of Claude. These AIs significantly sped up our work, but absolutely do not think: "the developers produced this game without any hassle, using only a single prompt." This thought is completely wrong. What actually happened was that we gave these AIs some of the tasks we would have done ourselves, and they did them in stages to speed up the process. Even with this setup, it still took 6 months to finish the game. | ismail ozel games | - | May 23, 2026 |