AI was used to assist with text and UI art/design during development.
- Creator
- Ballosseum
- Reviews
- -
- Added
- Oct 6, 2026
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AI was used to assist with text and UI art/design during development.
Generative AI assisted the creation of some card and character illustrations, environments, CG artwork, UI and marketing art, music and sound effects, written text and localization, and Mandarin and English voices for characters, tutorials, announcements and bond stories, including narration. These assets are pre-generated, selected, edited and integrated during development. The game does not generate content at runtime or connect to external generative AI services. AI opponents use local game rules and strategy code.
Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play.
This game utilizes AI technology for some of its translations and content creation. While we make every effort to review and refine the content, some translations or expressions may contain inaccuracies or unnatural wording. If you notice any issues or have any feedback, we will work to address and improve them through future updates. Thank you for your understanding.
localization
Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product.
The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI.
This game contains pre-generated AI content. Some collectible item models and several furniture and decor props were created with AI image-to-3D and text-to-3D generation, then optimized and placed by the developer. Some surface textures and decorative images were AI-generated. The store capsule and library artwork, logo and icons were created with AI image generation using the game's own screenshots as reference. In-game and store text, including translations, was drafted with AI assistance and edited by the developer. Gameplay screenshots are real in-game captures without AI editing. The game does not generate AI content or connect to AI services while running.
Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations. We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer.
The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game.
The English and German localization of in-game text was generated with the help of an AI language model (Claude) and reviewed by the developer. Store page texts were also drafted with AI assistance. All art, music and sound are made by humans or taken from licensed CC0/CC BY asset packs. No AI content is generated live while playing.
The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play.
Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay.
Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play.
Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay.
Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer.
AI Generated Content Disclosure AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Some sound effects and music were created with AI audio tools. AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。 対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。 ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。 対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service.
The in-game texts and their translations into 29 languages were created with the help of generative AI.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
LLMs were used for language translation and localization only.
Terafom was developed with the help of generative AI tools. Some of the artwork, 3D models, in-game text and translations, voice, music and sound effects were created with AI assistance and reviewed by the developer. During gameplay, the in-game AI helper character answers players' questions about the game using third-party AI services (Google Gemini, DeepSeek, OpenAI), and its answers are spoken with an AI-generated voice.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
As a solo developer, I’ve used AI to generate initial beta translations for the UI and text to help bring the game to more regions.
Some word lists used for typing practice were generated with ChatGPT and manually reviewed.
本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works. During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge.
AI is used to assist with programming, graphics creation and translations.
Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play.
The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages. The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets.. The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Translated content and subtitle translations produced by artificial intelligence.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
This product, its trailers, in-game artworks, and translations were all generated using AI.
Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI.
This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer. All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release: • Music: the game's background music was created using generative AI music tools. • Localization: some of the Visual Novel and game's dictionary word meanings and translations.
It is used only for the production of promotional materials and is not used within the game itself.
HOW THIS GAME WAS MADE Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls. Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine. Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full. And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ballosseum Dev only textart | AI was used to assist with text and UI art/design during development. | Ballosseum | - | Oct 6, 2026 | |
十三州·汉刃 In-game content artaudiotext | Generative AI assisted the creation of some card and character illustrations, environments, CG artwork, UI and marketing art, music and sound effects, written text and localization, and Mandarin and English voices for characters, tutorials, announcements and bond stories, including narration. These assets are pre-generated, selected, edited and integrated during development. The game does not generate content at runtime or connect to external generative AI services. AI opponents use local game rules and strategy code. | 十三州制作组 | - | Oct 6, 2026 | |
Friends Park In-game content arttext | Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. | Igoroja | - | Oct 6, 2026 | |
あれ探し図鑑~猫編~ In-game content text | This game utilizes AI technology for some of its translations and content creation.
While we make every effort to review and refine the content, some translations or expressions may contain inaccuracies or unnatural wording.
If you notice any issues or have any feedback, we will work to address and improve them through future updates. Thank you for your understanding. | BEYOND INTERACTIVE, INC. | - | Oct 6, 2026 | |
Dice Knight In-game content text | localization | Summit Games Interactive | - | Oct 6, 2026 | |
Bible Putt Putt In-game content textaudioart | Generative AI was used as a tool during production. AI assisted with portions of the game's script writing, some of the original music (vocal music only), voice production, and some images used in the game and store materials. All AI-generated content was reviewed, edited, integrated, and approved by the developer before inclusion in the final product. | bfreshwest | - | Oct 6, 2026 | |
Reactor 13 In-game content text | The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI. | Vaaran Game Studio | - | Oct 5, 2026 | |
Witch’s Tidy-Up In-game content arttext | This game contains pre-generated AI content. Some collectible item models and several furniture and decor props were created with AI image-to-3D and text-to-3D generation, then optimized and placed by the developer. Some surface textures and decorative images were AI-generated. The store capsule and library artwork, logo and icons were created with AI image generation using the game's own screenshots as reference. In-game and store text, including translations, was drafted with AI assistance and edited by the developer. Gameplay screenshots are real in-game captures without AI editing. The game does not generate AI content or connect to AI services while running. | Doodle Nest | - | Oct 5, 2026 | |
Anvilia In-game content arttext | Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release. | DoubleLike | - | Oct 5, 2026 | |
DROWSE In-game content arttext | Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com. | MILKY COCO GAMES | - | Oct 5, 2026 | |
Hypernet Explorer In-game content textcode | AI coding tools help write and maintain the game's plugin code, and parts of the in-game text like NPC combinatorial string banks and translations were written with AI assistance, all being reviewed manully by the developer. | Nocoldiz | - | Oct 5, 2026 | |
We Are The Horde In-game content arttext | The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game. | BixelTechCode | - | Oct 4, 2026 | |
Please Stay Dead In-game content text | The English and German localization of in-game text was generated with the help of an AI language model (Claude) and reviewed by the developer. Store page texts were also drafted with AI assistance. All art, music and sound are made by humans or taken from licensed CC0/CC BY asset packs. No AI content is generated live while playing. | Minds2Bros | - | Oct 4, 2026 | |
Animal Farm In-game content artaudiotext | The developer used generative AI tools to help create some of the game's artwork and 3D models, sound effects and music, and text, including the store description and translations. All AI-assisted content was reviewed and edited by the developer before being included. The game does not generate any AI content while you play. | WITHCENTER | - | Oct 4, 2026 | |
RETURN TO 1990 In-game content artaudiotext | Character illustrations, backgrounds, cutscene videos, voice acting and music were created with generative AI tools, then selected and edited by our team. The story, dialogue and game systems were written and designed by the developer with AI assistance. No content is generated by AI during gameplay. | LABOON | - | Oct 4, 2026 | |
Deadlight In-game content arttext | Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play. | ZiBa Entertainment | - | Oct 4, 2026 | |
Memory House In-game content arttext | Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay. | Germes Studio | - | Oct 4, 2026 | |
Mavora Unclear arttext | Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer. | hyesmo | - | Oct 4, 2026 | |
Pebble to Star In-game content text | AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 4, 2026 | |
Tategoi In-game content audiotextcode | Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay. | Nukeborn Studio | - | Oct 4, 2026 | |
Restore the Luminous In-game content artaudiotext | 開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。 | EpicQuest LLC | - | Oct 4, 2026 | |
それでも僕らは廻っている。 In-game content arttextaudiocode | Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay. | おまど | - | Oct 4, 2026 | |
STARSHIP: EMBER REACH In-game content arttext | Generative AI tools assisted the creation of pre-generated visual assets, including artwork and textures used in the game, promotional art, and store descriptions and localization. These assets and texts are reviewed and integrated during development. The game does not generate AI content during gameplay or connect to an external AI service. | KILLZARSS | - | Oct 4, 2026 | |
Gold Master: A Game Company Tycoon In-game content text | The in-game texts and their translations into 29 languages were created with the help of generative AI. | Flagstaff Studio | - | Oct 4, 2026 | |
Plow-A-Lot In-game content artaudiotextcode | This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content. | Unity Gain, LLC | - | Oct 4, 2026 | |
PenRogue In-game content artaudiotextcode | Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer. | Magnos Games | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
R01 In-game content text | LLMs were used for language translation and localization only. | Roy El-Rayes | - | Oct 4, 2026 | |
Terafom Live AI artaudiotext | Terafom was developed with the help of generative AI tools. Some of the artwork, 3D models, in-game text and translations, voice, music and sound effects were created with AI assistance and reviewed by the developer. During gameplay, the in-game AI helper character answers players' questions about the game using third-party AI services (Google Gemini, DeepSeek, OpenAI), and its answers are spoken with an AI-generated voice. | WITHCENTER | - | Oct 4, 2026 | |
Bulb Keeper: Tidy up the Night In-game content text | AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | YUKU Game | - | Oct 4, 2026 | |
Glyphtrip In-game content audiotext | Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI. | Well-Read Varangians | - | Oct 4, 2026 | |
Doubloon: Pirate Dice Roguelike In-game content artaudiotext | AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime. | Windvix Games | - | Oct 4, 2026 | |
Trivia Mayhem In-game content text | As a solo developer, I’ve used AI to generate initial beta translations for the UI and text to help bring the game to more regions. | Zayd Jahangiri | - | Oct 4, 2026 | |
JUST TYPE Dev only text | Some word lists used for typing practice were generated with ChatGPT and manually reviewed. | VLighter | - | Oct 4, 2026 | |
线之缀 Stitching the Invisible Journal Dev only textart | 本作的核心叙事与所有角色立绘均由开发者本人独立原创。在开发过程中,AI仅作为辅助效率工具,用于提供初稿思路与基础美术变体(如光影与服装调整)。所有文本均经过开发者深度的重写与精修,所有美术资产均经过开发者的人工精细绘制与调整,以确保完全契合游戏独特的手绘风格与情感表达。 | xianzhizhui Studio | - | Oct 4, 2026 | |
Vitamin Prism In-game content arttext | AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions. | Cocoa Cake Studio | - | Oct 4, 2026 | |
Valenya Online Live AI arttext | Some scenery, creature and equipment sprites, as well as some quest texts, were created with the help of generative AI tools, then manually edited and reviewed before integration. Playable characters (Liberated Pixel Cup), music and main texts are human-created works.
During play, some NPCs offer optional, private text conversations generated by external AI services through our game server. A short memory summary may be generated to help that NPC remember previous conversations with the same player. These conversations are separate from scripted quest dialogue and cannot grant quests, items or rewards. This feature has usage limits and carries no additional charge. | Aurélien Souville | - | Oct 4, 2026 | |
Bonaparte 1789 AD Unclear artcodetext | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Oct 4, 2026 | |
Bloodloader In-game content artaudiotext | Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play. | Nukeborn Studio | - | Oct 4, 2026 | |
中国式高考ChineseGaokao In-game content artaudiotextcode | The code, textures, scenes, models, sound effects, text, and other content in this game are all generated using the Unity AI tool | 泽宇众达 | - | Oct 4, 2026 | |
Crystalysis In-game content artaudiotext | The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer. | trikyname | - | Oct 4, 2026 | |
River Hallucination In-game content text | Translated content and subtitle translations produced by artificial intelligence. | Viviane dos Santos Brito | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
Tales of the Immortal Path In-game content arttext | This product, its trailers, in-game artworks, and translations were all generated using AI. | Lumina Studio | - | Oct 4, 2026 | |
RogueForge In-game content arttext | Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI. | SOOFT Studio | - | Oct 4, 2026 | |
扫雷英雄 Mine Heroes In-game content artaudiotextcode | This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer.
All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output. | Sparkmine Studio | - | Oct 4, 2026 | |
Primal Breakout In-game content arttext | Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development. | JQS Games | - | Oct 4, 2026 | |
KanaCross Together In-game content audiotext | Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations. | Chottosoft | - | Oct 4, 2026 | |
斗罗大陆之斗神传奇 Store/marketing arttext | It is used only for the production of promotional materials and is not used within the game itself. | 斗罗大陆 | - | Oct 4, 2026 | |
Lane Siege In-game content arttextcode | HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service. | TitaniumJoeTi.TTV | - | Oct 4, 2026 |