This game makes use of generative AI as part of its creation process of art and localization.
- Creator
- Robo Goat
- Reviews
- -
- Added
- Sep 18, 2026
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This game makes use of generative AI as part of its creation process of art and localization.
Our team uses generative AI tools to help develop some in game assets.
The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline.
Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay.
Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands.
AI was used for some localizations.
Some localization, marketing material and some art are drafted with AI first then brought to its final version.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay.
Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service.
Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Ai were used to assist with translating text into multiple language
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Some of the text in this game was created with the help of generative AI tools. - In-game text: Korean dialogue, stage narration and help text were drafted with an AI assistant, then rewritten and reviewed by the developer. - Localization: the English text was produced with AI assistance and reviewed by the developer. All artwork and UI icons are hand-authored by the developer, the sound effects are synthesized procedurally in code, and the background music is a licensed stock track. No AI runs during gameplay — all content is fixed at build time. - Store page: the store description text was drafted with AI assistance and edited by the developer.
I use generative AI for localization.
The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us. Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review: Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer. Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools. Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Translations were generated with AI and then reviewed by the developer, including back-translation checks.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Generative AI was used for the game's localization.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written. The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI. Guardrails in place: A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant. Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources. Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content. An in-product report button on every response, plus mute and memory-reset controls. Players can also report any in-game AI response they consider inappropriate through the Steam overlay.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay.
This game uses generative AI in parts of its development. - Code — an AI coding assistant was used to help write the source code. - Text translation — AI was used to translate the game's text into each supported language. All of the above was reviewed and adjusted by the developer before release. No content is generated by AI while the game is running.
The text on this store page was drafted with the assistance of a generative AI writing tool and reviewed and edited by the developer before publishing.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand. Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans. AI tools were also used to assist with language localization.
Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
One More Sin In-game content arttext | This game makes use of generative AI as part of its creation process of art and localization. | Robo Goat | - | Sep 18, 2026 | |
1vs1 In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in game assets. | 1vs1 Develops | - | Sep 18, 2026 | |
Forest Quest 88 In-game content text | The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline. | ShangkoStudio | - | Sep 18, 2026 | |
Factory Shift In-game content artcodetext | Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players. | Xishun Studio | - | Sep 18, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
CodeX Protocol In-game content textaudio | The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay. | CodingKraft | - | Sep 17, 2026 | |
VoxelForge In-game content arttext | Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play. | Mister_D Games | - | Sep 17, 2026 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
Cast & Click In-game content artaudiotext | We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands. | LOG51 | - | Sep 17, 2026 | |
River Runners In-game content text | AI was used for some localizations. | LogVenture | - | Sep 17, 2026 | |
NOEMA In-game content arttext | Some localization, marketing material and some art are drafted with AI first then brought to its final version. | Imponix Game Studio | - | Sep 16, 2026 | |
SALVOR ADRIFT In-game content audiotext | Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play. | Undock | - | Sep 16, 2026 | |
Fish on the Floor In-game content codetextart | Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play. | Free Dust | - | Sep 16, 2026 | |
Capivara Companion In-game content artaudiotext | Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime. | Dotsmith | - | Sep 16, 2026 | |
NEKOGAERI Store/marketing arttext | We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay. | soyukke | - | Sep 16, 2026 | |
VACATION Store/marketing arttext | Generative AI assisted with development-time content, including procedural visual assets and pre-written store-page text. Content is prepared before release; the game does not generate AI content during gameplay or connect to an external AI service. | SLOPWORKS | - | Sep 16, 2026 | |
Trickstir Store/marketing arttext | Generative AI was used to help create capsule and library artwork, store descriptions, and screenshot accessibility text. The game itself does not use generative AI. | Trickstir | - | Sep 16, 2026 | |
Calcio Totale In-game content text | Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime. | Eleòra | - | Sep 16, 2026 | |
喵喵牌 In-game content text | Ai were used to assist with translating text into multiple language | cczzqsll | - | Sep 16, 2026 | |
Nightcup In-game content textart | We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork. | Teshi Games | - | Sep 16, 2026 | |
TWENTY+ In-game content artaudiotext | Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay. | rpaka-farm | - | Sep 16, 2026 | |
Oscilloscopia Unclear arttext | Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited. | Imbölt | - | Sep 16, 2026 | |
Last Copy In-game content textartcode | Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay. | Casdera Labs | - | Sep 16, 2026 | |
The Only Eye: Arcane Legacy In-game content arttext | Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay. | Bitroot Studios | - | Sep 16, 2026 | |
폴더 탈출 In-game content text | Some of the text in this game was created with the help of generative AI tools.
- In-game text: Korean dialogue, stage narration and help text were drafted with an AI assistant, then rewritten and reviewed by the developer.
- Localization: the English text was produced with AI assistance and reviewed by the developer.
All artwork and UI icons are hand-authored by the developer, the sound effects are synthesized procedurally in code, and the background music is a licensed stock track. No AI runs during gameplay — all content is fixed at build time.
- Store page: the store description text was drafted with AI assistance and edited by the developer. | TeamCrux | - | Sep 16, 2026 | |
ノルヴェール戦記-紫水晶の旅物語- In-game content text | I use generative AI for localization. | cement | - | Sep 16, 2026 | |
孙割不相信眼泪 In-game content arttext | The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay. | ZikL | - | Sep 16, 2026 | |
Clog&Order In-game content arttext | Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services. | Taoji Games | - | Sep 16, 2026 | |
Grindveil In-game content arttext | Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us.
Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release. | Grindare Studio | - | Sep 16, 2026 | |
Three Kingdoms: Blood Battle Mahjong In-game content arttextaudio | Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay. | Three Kingdoms Mahjong Team | - | Sep 16, 2026 | |
Abyss Floors In-game content textart | Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content. | Alerot | - | Sep 16, 2026 | |
Night Drives In-game content text | Translations were generated with AI and then reviewed by the developer, including back-translation checks. | Catechin Studio | - | Sep 16, 2026 | |
Science Monster: Grafted Heart In-game content artaudiotext | This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay. | JIELIN | - | Sep 16, 2026 | |
Open Boat: Charter Fishing Simulator In-game content arttext | Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources. | LB_Game | - | Sep 16, 2026 | |
魔晶塔防 In-game content text | Generative AI was used for the game's localization. | 踏雪泥工作室 | - | Sep 16, 2026 | |
Desmarchon In-game content arttext | Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human. | Wisern Games | - | Sep 16, 2026 | |
Lexiclue In-game content text | Puzzle grids are constructed using Crossword Compiler, a conventional (non-AI) crossword construction tool. AI tools were used to assist in drafting clue text, which was then rewritten and reviewed by hand before inclusion. Every clue and answer that ships in the game has been checked by an individual human for accuracy, solvability, and quality. No content is generated during gameplay. | Imaginary Component | - | Sep 16, 2026 | |
Maze of Thorns In-game content artaudiotext | Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay. | Fire Maple Games | - | Sep 16, 2026 | |
Iron Pilgrims In-game content arttextaudio | Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay. | Last Spark Studio | - | Sep 16, 2026 | |
United Football In-game content arttext | Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content. | MetaverseME Ltd | - | Sep 16, 2026 | |
璇玑貂蝉 Live AI text | Xuanji · Diaochan uses a live generative AI to produce Diaochan's dialogue and spoken responses in real time. Every line of conversation and every spoken reply is generated by the model during play, not pre-written.
The character artwork, scene illustrations, music, and sound effects in this game are created by our team without generative AI.
Guardrails in place:
A historical-fiction persona that keeps Diaochan in character as a 2nd-century figure and prevents her from speaking as a modern AI assistant.
Retrieval-augmented responses grounded in a curated corpus of Han dynasty historical texts, so factual claims can be checked against primary sources.
Pre-filtering of user inputs and post-filtering of model outputs against blocklists for sexual, violent, and politically sensitive content.
An in-product report button on every response, plus mute and memory-reset controls.
Players can also report any in-game AI response they consider inappropriate through the Steam overlay. | liikana | - | Sep 16, 2026 | |
NYANCO: LOVE LOOP In-game content arttext | Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI. | Nyanco Channel | - | Sep 16, 2026 | |
凯索斯之遗 In-game content codetext | During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves. | The Silent Piper | - | Sep 16, 2026 | |
Junkyard Astronauts In-game content artaudiotextcode | Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work. | muddermis | - | Sep 16, 2026 | |
Clever Ball In-game content text | Generative AI was used only to assist with the localization of in-game text. All AI-assisted translations are manually reviewed and edited by the developer before being included in the game. No generative AI is used to generate content during gameplay. | Riaru Games | - | Sep 16, 2026 | |
NOYAKI — CONTROLLED BURN In-game content codetext | This game uses generative AI in parts of its development.
- Code — an AI coding assistant was used to help write the source code.
- Text translation — AI was used to translate the game's text into each supported language.
All of the above was reviewed and adjusted by the developer before release.
No content is generated by AI while the game is running. | PinCool | - | Sep 16, 2026 | |
Auto Mute Music Store/marketing text | The text on this store page was drafted with the assistance of a generative AI writing tool and reviewed and edited by the developer before publishing. | Yuki_isMine | - | Sep 16, 2026 | |
Orymessa In-game content textart | Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service. | Arnaud Wissart | - | Sep 16, 2026 | |
Matryoshka In-game content arttext | The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization. | flapper3 | - | Sep 16, 2026 | |
Tunnel Brawl In-game content arttext | Generative AI tools were used during development to help create some visual assets, including environment textures, branding and promotional artwork, as well as store copy and localization. These materials are selected, reviewed and integrated by the developer. Gameplay screenshots are captured from the game. No generative AI content is created during play, and the game does not connect to external AI services. | Josef “Chose” Šíma | - | Sep 16, 2026 |