Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding.
- Creator
- Pavel Kubíček/ GravelGames
- Reviews
- -
- Added
- May 23, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding.
AI was used to assist with the generation of map data as well as the review of part of the source code
This project incorporates AI-assisted coding and text translation.
Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process. Also, CC used for creating python scripts used for MIDI music composition. Flux Dev image gen = spell icons. It did not write this message though :)
AI tools (Claude by Anthropic) were used during development to assist with code generation, debugging, and localization translations. All game design, financial logic, UI/UX decisions, and gameplay mechanics were created and directed by the developer. No AI-generated artwork, music, or narrative content is included in the final product.
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue.
Some localization and code were generated via AI
AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance.
Some of the text and code is generated by AI
AI was used in coding tools, placeholder art, and marketing mockups.
Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting. No AI-generated content is produced during gameplay.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
Some code sections were generated using AI. We've used AI-generated images for our store page graphic assets. ※The in-game images were not created using AI.
AI was used in editing code. In the game play there is not auto generated AI content.
AI has been used for coding, game assets, music, promotional art, etc...
Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay.
This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project
This game uses AI for coding, some in-game 2D elements, and localisations.
Generative AI is used in this game for the following elements: - Card illustrations - Localization text - Some parts of the program code
Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer. Live-Generated: None.
None of the assets seen or heard in the game have been generated by AI, but AI generated images and music have been used when ideating the finished content created by humans. AI has been used to help in the coding process and localisation, but everything has been always checked (if not created) by at least one human. Localisations usually have been created by one person and checked by another to assure quality of translations.
AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license.
All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay.
Assisted with coding and created images for sprites and achievements.
Generative AI was used to create the code for the intelligent agents that are the main character's enemies.
AI helped with coding, testing and illustrating this game. There is no in-game AI.
Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance. All AI-assisted outputs are reviewed, edited, and approved by the developer before release. The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play.
Grid Grind was created 100% using Cursor Ai for code.
This app includes pre-generated content created or assisted using generative AI. This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue. All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page. Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay.
Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning. All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer. SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game.
AI was used to assist with coding.
A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI.
My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology.
I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI.
This game includes content created with the assistance of AI tools. AI was used to assist in generating some store page text, parts of the game code, and background music. All AI-assisted content has been reviewed and curated by the developer before being included in the final product.
I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI. But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter. This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive. My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand. Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together.
HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development: Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone. Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine. Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English. Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey.
Several background musics, sound effects and scripts of this game have been produced by AI
AI tools were used to seek advice on the game's partial program.
This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output.
AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed.
Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals.
プログラミングに一部AIエージェントを使用しています。
Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible.
In the development of this game, generative AI was used in the following ways: Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency. Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting. Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files. Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging. Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay.
-English- This game uses generative AI(ChatGPT) as a supportive tool during development. AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation. All core systems and content were designed and implemented by the develope Core gameplay systems, art assets, and main content were created directly by the developer.
This game includes pre-generated AI-assisted elements created during development, including gameplay code, some in-game and UI text, music, and AI-assisted edits to certain visual assets used in the game and store materials. No live-generated AI content is produced during gameplay, and the game does not connect to external AI services while running.
Select visual assets and base scripts in this title were created with the assistance of generative AI. All AI-generated content was manually edited and strictly reviewed by the developer before final inclusion.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wrath of Skeletar Last Breath Dev only artcode | Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding. | Pavel Kubíček/ GravelGames | - | May 23, 2026 | |
RUPTURR In-game content code | AI was used to assist with the generation of map data as well as the review of part of the source code | Aikon Interactive | - | May 23, 2026 | |
The Unnatural Leap In-game content codetext | This project incorporates AI-assisted coding and text translation. | BubblePie Games | - | May 23, 2026 | |
Carved in Stone: Arena In-game content codeartaudio | Claude code = Lots of code. Within the game client/server sure, but particularly within our game creation pipeline. It has enabled our artists/unity devs to create their own scripts/tools with blender/unity to streamline our content creation process.
Also, CC used for creating python scripts used for MIDI music composition.
Flux Dev image gen = spell icons.
It did not write this message though :) | Hardrock Tech | - | May 23, 2026 | |
Energy Control In-game content codetext | AI tools (Claude by Anthropic) were used during development to assist with code generation, debugging, and localization translations. All game design, financial logic, UI/UX decisions, and gameplay mechanics were created and directed by the developer. No AI-generated artwork, music, or narrative content is included in the final product. | Horizon Optical Drones LLC | - | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
FTS: Frontline Tank Survivor In-game content artaudiocode | Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer. | Rookie 7 Studio | - | May 23, 2026 | |
El Cipitío: Las Leyendas Cuscatlecas In-game content artaudiotextcode | Some visual and audio assets were partially generated with the help of AI tools. These elements represent a small portion of the overall content and were further edited and integrated by the developer. AI was also used to assist with minor code optimization and to translate all in-game dialogue. | ILLUSION GAMES | - | May 23, 2026 | |
Hardware Tycoon In-game content textcode | Some localization and code were generated via AI | NordCode | 24 | May 23, 2026 | |
Luditect: Game Design Tool Dev only code | AI tools were utilized during the development process to assist with code optimization, debugging, and the implementation of core system architectures. All code and logic generated by AI have been manually reviewed, verified, and integrated into the final build by the developer to ensure stability and policy compliance. | Durultay Studio | - | May 23, 2026 | |
Nothing Remarkable Today Unclear textcode | Some of the text and code is generated by AI | Constanteer Interactive | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
Make 24 Dev only codetext | Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting.
No AI-generated content is produced during gameplay. | Rosie | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Zombie Survivors - last soldier - Store/marketing codeart | Some code sections were generated using AI.
We've used AI-generated images for our store page graphic assets.
※The in-game images were not created using AI. | SweetsEnjoyer | - | May 23, 2026 | |
Board Forge Dev only code | AI was used in editing code. In the game play there is not auto generated AI content. | Egg Splat Studio | - | May 23, 2026 | |
Nodwar In-game content artaudiocode | AI has been used for coding, game assets, music, promotional art, etc... | PROX.TEAM | 19 | May 23, 2026 | |
MAHJONG: BEYOND THE WALL 天 井 之 外 In-game content codetext | Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay. | Chen Liang Yu | - | May 23, 2026 | |
Painworld In-game content artcode | This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project | kaledanski | - | May 23, 2026 | |
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 25 | May 23, 2026 | |
Caldra In-game content arttextcode | Generative AI is used in this game for the following elements:
- Card illustrations
- Localization text
- Some parts of the program code | Dolphin Star | 15 | May 23, 2026 | |
SpaceFighter - The bullet hell In-game content artcode | Pre-Generated: Source code generated with AI coding assistance (Claude Code by Anthropic), directed and reviewed by the developer. A portion of visual assets generated with AI image tools, edited and integrated by the developer.
Live-Generated: None. | Michał JARO Jarosiński | - | May 23, 2026 | |
1001 Cats: Purrsian Nights In-game content codetextartaudio | None of the assets seen or heard in the game have been generated by AI, but AI generated images and music have been used when ideating the finished content created by humans.
AI has been used to help in the coding process and localisation, but everything has been always checked (if not created) by at least one human. Localisations usually have been created by one person and checked by another to assure quality of translations. | Secret Snack Studio | - | May 23, 2026 | |
Better Luck Next Run In-game content textcode | AI was used to assist with programming and refining in-game text (item descriptions, skill descriptions, UI text). Key art and logo are human-created. All other visual and audio assets are default RPG Maker MZ assets provided under license. | Bare Minimum Media Inc. | - | May 23, 2026 | |
Treasure Hunt - Kids In-game content artcodeaudio | All content created using AI (artwork, code, audio, etc.) is pre-generated. No content is created using AI during gameplay. | Steven Fenner | - | May 23, 2026 | |
Line Go Up In-game content artcode | Assisted with coding and created images for sprites and achievements. | Jerzyn Games | - | May 23, 2026 | |
Ignition Conscious In-game content code | Generative AI was used to create the code for the intelligent agents that are the main character's enemies. | Rafael Luiz dos Santos (Flaera) | - | May 23, 2026 | |
Forest Fighters Dev only codeart | AI helped with coding, testing and illustrating this game. There is no in-game AI. | Lurix dev studio | - | May 23, 2026 | |
Football Conquerors In-game content artaudiotextcode | Football Conquerors uses generative AI tools during development for some pre-generated assets and iteration workflows, including concept visuals, selected card/store artwork drafts, music drafts, and writing/code assistance.
All AI-assisted outputs are reviewed, edited, and approved by the developer before release.
The released game does not generate player-facing content or code in real time during gameplay, and it does not require a live third-party generative AI service during play. | Ravencorwind | - | May 23, 2026 | |
Grid Grind Dev only code | Grid Grind was created 100% using Cursor Ai for code. | End Boss Games LLC | - | May 23, 2026 | |
Mystic Depths: the Corrupted King In-game content artcode | This app includes pre-generated content created or assisted using generative AI.
This includes the game logo, title screen, certain story-related images used during key moments of the game, a majority of item-related visuals (such as weapons, armors, accessories, and quest items), and approximately 60% of character portraits used in dialogue.
All such content was selected, reviewed, and in many cases manually edited and integrated by the developer before being included in the game or on the store page.
Additionally, most of the game's plugins were developed with the assistance of AI tools. No AI is used at runtime or during gameplay. | François Duchesne | - | May 23, 2026 | |
SkyOs In-game content codetext | Generative AI tools, including ChatGPT, were used as development assistance for programming support, debugging, design iteration, writing assistance, and workflow planning.
All final implementation, integration, testing, and creative decisions were manually reviewed and assembled by the developer.
SKYOS does not use live generative AI during gameplay, and players cannot generate AI content in-game. | SkyOS Labs | - | May 23, 2026 | |
SAM Arena Dev only code | AI was used to assist with coding. | CodingBigTime | - | May 23, 2026 | |
红或黑RedorBlack In-game content arttextaudiocode | A small portion of the game's images, translations, voice and sound effects, and code have been modified or generated with the assistance of AI. | RedOrBlack | - | May 23, 2026 | |
My Music Label In-game content artaudiocode | My Music Label leverages generative artificial intelligence to enhance your gaming experience. All in-game images, music-related assets, and even parts of the code are generated using AI technology. | Tristan Glowa | - | May 23, 2026 | |
DeepWork In-game content audiocode | I'm a game/level designer so I used visual scripting to make games. AI was used to generate the code of some elements of the game that were too complicated to do in visual scripting. SFX and Voices were also generated by AI. | CCS | - | May 23, 2026 | |
世紀末救急シティ In-game content textcodeaudio | This game includes content created with the assistance of AI tools.
AI was used to assist in generating some store page text, parts of the game code, and background music.
All AI-assisted content has been reviewed and curated by the developer before being included in the final product. | Kenji Tomita | - | May 23, 2026 | |
Nuktedan: The Forgotten Emotions In-game content artcode | I started this journey at 18. From January 2025 to April 2026, every line and every drawing of Nuktedan was made purely by my own hand. I never touched AI.
But the reality of indie development is harsh. Financial hardship left me facing a choice: shelve the game, or bring it to you through Early Access. I chose the latter.
This came at a cost: I had to use AI support during coding and for certain specific visuals, like the bird's memory drawings. It didn't sit right with me, but it was the decision that kept the project alive.
My promise to you is clear: after Early Access, or in the full release, every trace of AI on the visual side will be completely removed. Those drawings will be redrawn from scratch, by my own hand.
Even in its current form, Nuktedan represents two years of my life. Thank you for your understanding and patience. We're growing this game together. | Saydexi | - | May 23, 2026 | |
HEME In-game content arttextcode | HEME is a solo project created by a developer pursuing a dream without formal training. To bring this vision to life, Generative AI was used as a primary collaborator throughout the development:
Art & Graphics: AI assisted in creating concept art, environmental designs, and refining visual assets to match the game's emotional tone.
Coding & Technical: AI served as a mentor and technical assistant to write, debug, and optimize game logic within the Unity engine.
Narrative & Translation: AI helped in refining the script and ensuring the dramatic elements are effectively communicated in both Thai and English.
Development Support: Beyond technical tasks, AI served as a constant source of guidance and support for the solo developer during this challenging journey. | Alchekit Studio | - | May 23, 2026 | |
쌀먹의 시대 In-game content audiocode | Several background musics, sound effects and scripts of this game have been produced by AI | PIXUS | - | May 23, 2026 | |
Almarti: Trade in the Woods Dev only code | AI tools were used to seek advice on the game's partial program. | Chaos Angel | - | May 23, 2026 | |
Rampallians In-game content artcode | This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output. | Electric Brain Games | - | May 23, 2026 | |
Prophecy Lost Dev only code | AI tools were used during development as a programming aid and for early concept exploration. All gameplay systems were developed by the creator, and all in-game assets are original, commissioned, or licensed. | Games by Yamm | - | May 23, 2026 | |
Almost A Ghost Store/marketing codeart | Generative AI was used as a coding assistant and to help create the game's capsule artwork and store marketing visuals. | PNR Verse | - | May 23, 2026 | |
BEAT SPELLER!! Dev only code | プログラミングに一部AIエージェントを使用しています。 | BEAT SPELLER!! 制作委員会 | - | May 23, 2026 | |
Remember to Die In-game content arttextcode | Remember to Die was built solo with no official budget using AI as a creative instrument — not to replace the human decisions, but to handle the ones that would have made this game impossible otherwise. No jobs were lost, but a game was made possible. | Skiptstone Studio | - | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
Hunting World Dev only code | -English-
This game uses generative AI(ChatGPT) as a supportive tool during development.
AI assistance was used for portions of coding and debugging, and all code was reviewed and refined by the developer before implementation.
All core systems and content were designed and implemented by the develope
Core gameplay systems, art assets, and main content were created directly by the developer. | New Game World | - | May 23, 2026 | |
You Are the Light – An Audiovisual VR Journey In-game content artaudiotextcode | This game includes pre-generated AI-assisted elements created during development, including gameplay code, some in-game and UI text, music, and AI-assisted edits to certain visual assets used in the game and store materials. No live-generated AI content is produced during gameplay, and the game does not connect to external AI services while running. | R-S | - | May 23, 2026 | |
Shelter Prepare In-game content artcode | Select visual assets and base scripts in this title were created with the assistance of generative AI. All AI-generated content was manually edited and strictly reviewed by the developer before final inclusion. | 维度折叠(DimFold) | - | May 23, 2026 |