Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used.
- Creator
- Corby Wenzelbach
- Reviews
- -
- Added
- Oct 1, 2026
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Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used.
Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages.
Localization was produced with AI-assisted
The in-game illustrations in this game were created with generative AI image tools. This covers: - The background art for the 16 town illustrations - The turtle and enemy character art - The single-image art for the opening and ending - The dojo and battle backgrounds - The celebration art shown at gold milestones - The application icon The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game. Generative AI was also used for part of the text: - All English text was translated from Japanese with generative AI - In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI Generative AI was not used for: - The opening and ending text - Music and sound effects (these are synthesized by the program's own waveform code) - The developer's logo The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements.
Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Images: AI-generated images were manually edited and composited for use in the game. Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten. Live-generated AI content: None.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development: Written text was drafted with AI assistance and reviewed and edited by the developer. The gameplay, the art style, and every revision were decided by the developer. Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used. Map tiles and furniture are human-created licensed assets. Music and sound effects are human-created licensed assets. The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements. The game does not use AI to generate any content at runtime.
Music and Localization made by AI
All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs.
This game uses generative AI in parts of its content: the Spanish and Italian translations were produced with AI assistance and are pending a professional human review pass; the game's icon was also created with the help of generative AI tools during development. No content is generated in real time during gameplay — everything was produced during development.
Shop descriptions and artwork in the shop, game localization
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
This game uses generative artificial intelligence (AI) to assist with localization. AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game.
Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime. Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer! We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring. The game was created by strong directed human vision, so everything is unique and my own idea!
AI was used in translation for localization.
All assets in the game—including text translations, images, audio, and video—are generated by AI.
Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI was used for code, art, and text translation.
Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used. AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves. For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with game localization and code generation.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game.
Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer.
Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play.
Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts.
The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs.
The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements.
AI used to assist in coding, scripting, and localization
Generative AI tools were used to assist with the localization and translation of the game's text into additional languages.
I replaced some of the images with AI-generated ones and translated the game with the help of AI as well.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
Generative AI was used to assist with localization. All generated content was reviewed and integrated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Thornline TD In-game content text | Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used. | Corby Wenzelbach | - | Oct 1, 2026 | |
ZombieBusters: Reborn In-game content arttext | Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service. | YOOLKWON LABS | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
Stake In-game content text | Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release. | HessTech Games | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
Withstand The Horde In-game content arttext | Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages. | Pere Brau Martínez | - | Oct 1, 2026 | |
Magic Words In-game content text | Localization was produced with AI-assisted | Maboy Games | - | Oct 1, 2026 | |
カメノミクス - Tortoise Trader In-game content arttext | The in-game illustrations in this game were created with generative AI image tools. This covers:
- The background art for the 16 town illustrations
- The turtle and enemy character art
- The single-image art for the opening and ending
- The dojo and battle backgrounds
- The celebration art shown at gold milestones
- The application icon
The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game.
Generative AI was also used for part of the text:
- All English text was translated from Japanese with generative AI
- In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI
Generative AI was not used for:
- The opening and ending text
- Music and sound effects (these are synthesized by the program's own waveform code)
- The developer's logo
The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements. | はたらいてみよっか | - | Oct 1, 2026 | |
PUYON In-game content arttext | Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay. | tommy_karasu | - | Oct 1, 2026 | |
Tenshu: The Keep Must Hold In-game content artaudiocodetext | Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play. | 亞瑟先生 Mister Arthur Games | - | Oct 1, 2026 | |
Yellow Terminal In-game content audiotextart | The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made. | Clusion Games | - | Oct 1, 2026 | |
CARD SHOP SHUFFLE! In-game content arttext | Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None. | NorthPillow Lab | - | Oct 1, 2026 | |
Bugs Don't Pay Rent Store/marketing textart | This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 1, 2026 | |
HYPERINFLATION In-game content audiotext | Music and Localization made by AI | Nethound Games | - | Oct 1, 2026 | |
NEARBY: 3 LIKES In-game content artaudiotext | All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs. | Studio Soil 26 | - | Oct 1, 2026 | |
Racefoot Manager In-game content textart | This game uses generative AI in parts of its content: the Spanish and Italian translations were produced with AI assistance and are pending a professional human review pass; the game's icon was also created with the help of generative AI tools during development. No content is generated in real time during gameplay — everything was produced during development. | SWTL Informática | - | Oct 1, 2026 | |
Tin Happens Store/marketing textart | Shop descriptions and artwork in the shop, game localization | Leimar Games | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Cowboy Cats In-game content text | This game uses generative artificial intelligence (AI) to assist with localization.
AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game. | Cat Nails Studio | - | Oct 1, 2026 | |
Chain Card In-game content artaudiocodetext | Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI. | 9667 | - | Oct 1, 2026 | |
Build Bigger Heroes Live AI arttext | We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea! | INDIE-SQUID | - | Oct 1, 2026 | |
Roomy In-game content text | AI was used in translation for localization. | Hamelot Games | - | Oct 1, 2026 | |
重启:工作日 In-game content artaudiotext | All assets in the game—including text translations, images, audio, and video—are generated by AI. | NOX Labs | - | Oct 1, 2026 | |
放置地下城:无尽远征 In-game content arttext | Generative AI was used during development to assist in creating some character, monster, environment, UI icon, and store promotional artwork, as well as portions of the text and translations. These materials were selected, edited, and integrated by the developer. The game does not generate AI content during gameplay. | 程序员小灰 | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
Let's Go! Curio Crew! In-game content arttext | Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay. | Yichuan Game | - | Oct 1, 2026 | |
Dino Dome: Tidy Up! In-game content arttext | We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work. | Obsessive Games | - | Oct 1, 2026 | |
Night at the Fun Park In-game content arttext | AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay. | Sitting Teddy | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
AutoBeast Survivors In-game content arttext | Generative AI tools were used during development. The 3D models of the animals, leaders, enemies and bosses, along with many environment props, started as AI-generated models, and most 2D icons started as AI-generated images. All of them were then adapted to the game's paper-doodle style. AI tools also helped write and translate the game's text. The game does not use AI to generate any content while you play. | Melonsaur | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
AETHERIA In-game content artaudiotextcode | Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay. | P's Games | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
HEAVENBREAK In-game content arttext | Generative AI was used to assist with portions of the Steam store page text, promotional image editing, and the creation of some in-game artwork. All AI-assisted content was reviewed and edited by the development team before inclusion in the game. | GPUN Corp. | - | Oct 1, 2026 | |
¡SIX! In-game content audioarttext | Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer. | Superdou | - | Oct 1, 2026 | |
SpudFall In-game content artaudiotextcode | Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play. | A Beautiful Potato | - | Oct 1, 2026 | |
Fibonex In-game content arttext | Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts. | Fibonexia | - | Oct 1, 2026 | |
I Know This One (IKTO) In-game content arttext | The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs. | JoMi | - | Oct 1, 2026 | |
PegPegBall In-game content artaudiotext | The game uses AI technology to generate items, each special peg, BGM, cover art, and title elements. | PenguinPigeon | - | Oct 1, 2026 | |
Chess You In-game content codetext | AI used to assist in coding, scripting, and localization | Studio SoSeong | - | Oct 1, 2026 | |
Dybbuk In-game content text | Generative AI tools were used to assist with the localization and translation of the game's text into additional languages. | Saul Morag Black | - | Oct 1, 2026 | |
Novas Las Aventurietas Del Robercleiton: O Renascimento do TURBO Complete and Remade Edition In-game content arttext | I replaced some of the images with AI-generated ones and translated the game with the help of AI as well. | Rafael Mori Neiva | - | Oct 1, 2026 | |
change dynasties In-game content arttext | A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services. | 正义伙伴 | - | Sep 30, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
relay Live AI textaudio | Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player. | soli_dstate | - | Sep 30, 2026 | |
HOOKLINGS In-game content text | Generative AI was used to assist with localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Sep 30, 2026 |