Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
- Creator
- Cotenko Games
- Reviews
- -
- Added
- Sep 30, 2026
Public Steam disclosure research 25,380 disclosures tracked
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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 has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
This game uses AI to assist in generating code and 3D models.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay.
Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
AI is used to assist with programming, graphics creation and translations.
Used gemini and deepseek to coding this game
AI was used in the production of code, art, and marketing materials for this game
All artwork, animation, writing, character designs and other creative content in this game were made by hand. None of it was created with generative AI. Generative AI was used only in two parts of development: Programming assistance: helping to write and debug parts of the game code. Translation assistance: helping to translate the text for non-Chinese language versions. The artwork and writing that players see in the game were not generated by AI.
Powered by some of the most advanced chess engines ever created. It also uses two neural networks to recognize chess positions directly from game diagrams, turning images into playable positions in seconds.
AI was used to make some scripts and some voice lines
AI tools helped write the game's code
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
Generative AI was used to create some of the visual artwork used in the application and on the Steam Store page. AI-assisted tools were also used during development to help generate and refine portions of the application's code. No generative AI is used during runtime, and all AI-assisted content was reviewed and integrated as part of the development process.
Portions of the application code were developed with AI coding assistance tools. The app contains no AI-generated art, audio, or character content.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
Some background environment props and their textures (signage, lamps, surfaces, decals and small set-dressing objects) were generated with AI assistance, using AI written procedural code rather than an image or mesh generator. They ship with the game as scenery. Everything else is the developer's own work: all writing and in-game text, game design, game code, audio and sound design, the visual identity, and all store page art. No AI generated content is produced while the game is running.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play.
We use generative AI for coding and translation.
AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Content produced with AI assistance: script functions and audio.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development.
Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development.
Generative AI was used as a development tool to assist with programming and debugging.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
Generative AI tools were used during the development of Clean Your Garden for part of the 2D art (bug illustrations, backgrounds, weapon and achievement icons, and store art), to assist with writing code, and to assist with translating the game's text into English. All of it was reviewed, edited and integrated by hand. The game does not generate any content with AI while you play: no model runs at runtime. --- Durante el desarrollo de Clean Your Garden se han usado herramientas de IA generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos de armas y de logros, e imágenes de la ficha), para asistir en la escritura del código, y para asistir en la traducción de los textos al inglés. Todo ese material ha sido revisado, editado e integrado a mano. El juego no genera contenido con IA durante la partida: no hay ningún modelo ejecutándose en tiempo real.
Generative AI tool TRAE was used during development to assist in writing portions of the codebase. The visual elements presented in-game — including the target spheres, ground plane, and sky — are directly generated by this code. The generation logic for the ground texture was produced with TRAE and was reviewed and approved by the developer before shipping in the final build. All AI-assisted visual content has been reviewed by the developer to ensure it meets expectations and platform standards. This software does not include any live-generated AI content at runtime.
Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer.
Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets. All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer.
Some code and textures were initially generated by AI and then manually revised and polished.
Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand. No AI-generated images, audio or text are included, and no content is generated by AI while the game is running.
Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human.
some code and text translation used AI
All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing).
Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay.
AI was used in developing game mechanics, primarily coding. Human reviewed code.
Code was written using help of AI tools, all artwork is human made.
Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
准点下班 In-game content codeart | This game uses AI to assist in generating code and 3D models. | 3AGame | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Frontier In-game content artaudiotextcode | Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay. | Gunthrek | - | Sep 30, 2026 | |
Belgo Odyssey In-game content artcode | Utilisation de l'IA pour générer certaines images, les autres sont issues d'un travail de générateur d'images de paysage développé il y a plus de 10 ans durant mon master didactique en arts numérique, la structure du code est issue d'un ancien projet étudiant | Monobloc Team | - | Sep 30, 2026 | |
Murciavania In-game content artaudiotextcode | Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played. | Manuel Manzano | - | Sep 30, 2026 | |
Casino School In-game content arttextcode | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Sep 30, 2026 | |
Backpack Legion Dev only code | Used gemini and deepseek to coding this game | Pikafun | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
《只有她知曉光輝的名字》- 開章 Dev only codetext | All artwork, animation, writing, character designs and other creative content in this game were made by hand. None of it was created with generative AI.
Generative AI was used only in two parts of development:
Programming assistance: helping to write and debug parts of the game code.
Translation assistance: helping to translate the text for non-Chinese language versions.
The artwork and writing that players see in the game were not generated by AI. | 紳士帽動畫製作組 | - | Sep 30, 2026 | |
ChessGuardians Live AI artcode | Powered by some of the most advanced chess engines ever created. It also uses two neural networks to recognize chess positions directly from game diagrams, turning images into playable positions in seconds. | FoxCode | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
Survive The Reset Dev only code | AI tools helped write the game's code | Thisisdemo | - | Sep 30, 2026 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 | |
StyleLens Store/marketing artcode | Generative AI was used to create some of the visual artwork used in the application and on the Steam Store page. AI-assisted tools were also used during development to help generate and refine portions of the application's code. No generative AI is used during runtime, and all AI-assisted content was reviewed and integrated as part of the development process. | PumpkinSoftware | - | Sep 30, 2026 | |
もにぶい / MoniV Dev only code | Portions of the application code were developed with AI coding assistance tools. The app contains no AI-generated art, audio, or character content. | こなもつ工房 | - | Sep 30, 2026 | |
Last Acre In-game content artcode | Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc. | Aftermath Development | - | Sep 30, 2026 | |
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Archival Security In-game content artcode | Some background environment props and their textures (signage, lamps,
surfaces, decals and small set-dressing objects) were generated with AI
assistance, using AI written procedural code rather than an image or mesh
generator. They ship with the game as scenery.
Everything else is the developer's own work: all writing and in-game text,
game design, game code, audio and sound design, the visual identity, and all
store page art.
No AI generated content is produced while the game is running. | Donewasting | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
By Royal Request In-game content textcode | All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play. | Nacho Riquelme | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 2026 | |
Crypto Market Rivals In-game content arttextcodeaudio | AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service. | Gateway Information Group LLC | - | Sep 30, 2026 | |
INKTRICK In-game content artaudiocode | This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer. | zweipilot | - | Sep 30, 2026 | |
斩厄令 In-game content codeaudio | Content produced with AI assistance: script functions and audio. | 阿六Mr.Liu000 | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
小小行者 In-game content artaudiotextcode | This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service. | TPAI Entertainment | - | Sep 29, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
TRY IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 28, 2026 | |
Doodle Steel In-game content artaudiocodetext | Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development. | BoolMoko | - | Sep 28, 2026 | |
Timber Knight In-game content artcode | Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development. | Twist_Knight ! | - | Sep 28, 2026 | |
NightGlow : Aquarium Shop Simulator Dev only code | Generative AI was used as a development tool to assist with programming and debugging. | Square Toast | - | Sep 28, 2026 | |
BABEL: Invent a Way Store/marketing textcode | Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content. | NthAxs | - | Sep 28, 2026 | |
Clean Your Garden In-game content arttextcode | Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real. | Jorge Torre Pérez | - | Sep 28, 2026 | |
AimZen In-game content artcode | Generative AI tool TRAE was used during development to assist in writing portions of the codebase. The visual elements presented in-game — including the target spheres, ground plane, and sky — are directly generated by this code. The generation logic for the ground texture was produced with TRAE and was reviewed and approved by the developer before shipping in the final build. All AI-assisted visual content has been reviewed by the developer to ensure it meets expectations and platform standards. This software does not include any live-generated AI content at runtime. | JING YUN | - | Sep 28, 2026 | |
Tidyspell In-game content codeart | Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer. | Turshu Games | - | Sep 28, 2026 | |
Locked In: The Ward In-game content arttextcode | Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets.
All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer. | GES Interactive | - | Sep 28, 2026 | |
碎物魔塔:开局一只桶 In-game content artcode | Some code and textures were initially generated by AI and then manually revised and polished. | 散木 | - | Sep 28, 2026 | |
Keystone Quarry Dev only code | Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand.
No AI-generated images, audio or text are included, and no content is generated by AI while the game is running. | Impulsar Games | - | Sep 28, 2026 | |
STARZ.PEG In-game content artcode | Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human. | Loop Logic | - | Sep 28, 2026 | |
Void and Fighter In-game content codetext | some code and text translation used AI | Never Knows Game | - | Sep 28, 2026 | |
Spaceport Architect Dev only code | All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing). | Djentsoft | - | Sep 28, 2026 | |
Hide & Swipe Store/marketing codeart | Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay. | AWeekGame | - | Sep 28, 2026 | |
Not Musical Chairs Dev only code | AI was used in developing game mechanics, primarily coding. Human reviewed code. | CCG | - | Sep 28, 2026 | |
Whale Hunter Dev only code | Code was written using help of AI tools, all artwork is human made. | Tegridy Made Games | - | Sep 28, 2026 | |
Ant Clicker In-game content artaudiotextcode | Generative AI tools were used during development to help create artwork, audio, writing, and programming. The game does not generate AI content during gameplay and does not connect to an external AI service while you play. | Bryan Wrinkle | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 | |
GemCremental Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Sep 27, 2026 |