Generative AI tools were employed to assist with localization and the creation of some art assets.
- Creator
- TokishigeMasaki
- Reviews
- -
- Added
- Mar 18, 2026
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Generative AI tools were employed to assist with localization and the creation of some art assets.
AI was used to help with some messages.
Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer. The game does not include real-time AI-generated content.
Generative AI has been used for translations into certain languages and as support for various aspects of the implementation. Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
Images: Partially created with AI assistance, then manually redrawn and refined. Music: A combination of licensed asset packs and AI-assisted production. Text: Localized text translated with AI assistance and manually reviewed for accuracy.
Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich.
AI used for text in-game and on the store page. All artwork in the game is fully handmade by me.
Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI.
UI,Log , and descrption
AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators. In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models
This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay.
Some localization text was generated using AI translation.
We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI.
Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements.
It is used in translations and a very small portion of in-game assets.
store page UI , game UI , a part of cg story ,
The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated.
Generative AI was used during the localization process to assist with translation and text refinement.
AI usage for some language localizations.
AI tools are used to assist in development, including code, writing, art, and sound effects
AI was used in the application to create illustrations, voiceovers, translations, and musical accompaniment. All materials have been manually reviewed and refined to ensure the quality and integrity of the application.
Some development tasks, including early draft generation and translation assistance, involved generative AI tools. All narrative content, character writing, and dialogue were written and substantially revised by the developer.
Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined.
Some in-game written notes were initially drafted with AI assistance and later refined by the developer.
Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision.
The developer uses generative AI tools throughout the entire development process of this game. Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality. Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency. Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow. Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies.
Generative AI tools were used during development to assist with background music creation, selected 3D assets, and translation support.
Some visual assets and text were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer to ensure originality and compliance with Steam policies.
The store page was localized using machine translation.
Academy of Samsara utilizes generative AI to achieve its distinct retro anime aesthetic. AI was used in the creation of character portraits and background environments. Trivia narratives were drafted with AI assistance and subsequently reviewed, edited, and verified for accuracy by the developer.
AI tools were used during the development process to assist in creating space-themed background assets and translating in-game text for localization.
We used AI assistance for multilingual translation of promotional texts, for visual style suggestions, and for the creation of capsule and library assets. We also used AI tools during development for in-game text localization, as well as for generating certain audio elements and textures/visual content.
Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages.
The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court. The game uses zero generative AI art or audio assets.
This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience. No content is generated by artificial intelligence in real time during gameplay.
Generative AI was used to create descriptions and weapon icons
All conversations within AikoMate are generated by artificial intelligence.
CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs.
Some Images and text for the store page are generated by AI. I am solo and I am not much of a writer. The game was coded working hard for 10 months to put this together. It is my first major project in game dev.
During the creative process, we utilized artificial intelligence (AI) technology as a generative tool for inspiration, primarily applied to original artwork and partial narrative texts. Our use of AI is not intended to replace traditional creativity, but rather to push beyond the boundaries of conventional game design—delivering you a uniquely immersive adventure filled with delightful surprises. All AI-generated content operates within our meticulously designed rule-based framework, ensuring a coherent and engaging experience.
AI generative models were used to create localization files to support languages that would otherwise be difficult for a solo developer. Placeholder AI-generated assets have been created for the Steam store splash images, with the intent of commissioning an artist if this gains community support. All in-game assets (sprites, music, sound effects, UI elements, and interactive content) were created by humans and are credited in the game credits. CPU opponents use traditional game AI algorithms, not generative AI models. This is the third iteration of development, that was originally developed in 2019 with HTML + JS, then rebuilt in Unity, and then transferred to LOVE2D written in Lua. It was more-or-less built with a box of scraps in a cave in its first iterations, and modern software since those days have effectively blurred the line where task automation meets unethical AI consumption. It's up to each of us to determine where that line is for ourselves in a rapidly changing digital age. As both a solo game dev and multimedia artist carrying a full-time job in neither of those fields, I feel that it's important to be educating ourselves on where AI can be a useful tool to allow new opportunities and expand capabilities for independent creators that are otherwise untenable, while keeping the human side of game dev at its core, especially in the indie genre.
Textures Soundeffects Voice Music
Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction.
This game was developed with the assistance of generative AI tools: - Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans - Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans - Game code and engine systems were developed with AI programming assistance All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency.
AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay.
AI assisted in coding and translation, with human verification.
In this game, generative AI tools were used in parts of the creation and refinement process for visual assets and in-game text-based content.
This game is an AI-powered desktop companion that uses Large Language Models (LLM) to generate real-time dialogue and voice interactions. The AI assistant can engage in natural conversations, answer questions, perform tasks, and provide voice feedback through Text-to-Speech (TTS) technology. All AI-generated content is produced in real-time via external API services, with content filtering and safety measures implemented to ensure compliance with community standards.
Image generation for fictional players (“NEWgens”) – creating visual portraits for entirely fictional characters. Localization support – assisting in the translation and adaptation of in-game text into different languages.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
Assessment Unclear text | AI was used to help with some messages. | Ignis Byte Studios | - | Mar 18, 2026 | |
PAVLOV23 In-game content arttext | Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer.
The game does not include real-time AI-generated content. | poligon13studio | - | Mar 18, 2026 | |
Loopbound In-game content text | Generative AI has been used for translations into certain languages and as support for various aspects of the implementation.
Detailed breakdown : https://www.reddit.com/r/incremental_games/comments/1sty0xg/ai_disclosure_on_loopbound/ | Escheria | 33 | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Survivor's Log: N17 Shelter In-game content artaudiotext | Images: Partially created with AI assistance, then manually redrawn and refined.
Music: A combination of licensed asset packs and AI-assisted production.
Text: Localized text translated with AI assistance and manually reviewed for accuracy. | sam32 | - | Mar 18, 2026 | |
Sitarane's Legacy In-game content artaudiotextcode | Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich. | dreams | - | Mar 18, 2026 | |
Rat Overflow In-game content text | AI used for text in-game and on the store page. All artwork in the game is fully handmade by me. | Little Beast Lab | 53 | Mar 18, 2026 | |
Bread Dog Vibe In-game content arttext | Some store page artwork and localization/translations were created with the assistance of AI tools. All core game content, including gameplay code, character artwork, and audio, was created without generative AI. | machinetherapist | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
I Am Your LLM In-game content arttext | AI tools were used to assist in creating selected promotional store assets. These materials were later edited, refined, and finalized by human creators.
In-game videos used for simulating "web cam" or in house cameras are AI generated and than processed by code to get an ASCSII video. Translations of the game into all supported languages were produced with the assistance of large language models | pressanykey | 19 | Mar 18, 2026 | |
WorldLoop In-game content text | This game uses AI-assisted tools during development for tasks such as text editing, translation, and creative support. All final game content, including story, design, and gameplay, is reviewed and curated by the developer. No AI-generated content is created dynamically during gameplay. | VALCERT LTD | - | Mar 18, 2026 | |
The Long Mine In-game content text | Some localization text was generated using AI translation. | Cold Lynx | - | Mar 18, 2026 | |
FILENDS In-game content arttext | We used generative AI tools during the development process to assist in creating various game assets, including character designs, environmental objects, and narrative elements such as story riddles and dialogue. All AI-generated content was pre-created during development and has been carefully reviewed and refined by the developer to ensure it meets our quality standards and legal requirements. The game does not generate any content in real-time using AI. | MFI GAMES | - | Mar 18, 2026 | |
Just an Ordinary Bike Ride In-game content artaudiotext | Various assets were created by or edited by AI tools. This includes; models, textures, sound effects, voices, UI, and narrative elements. | The Hemohscin Project | - | Mar 18, 2026 | |
Hyperinflation Dungeon In-game content textart | It is used in translations and a very small portion of in-game assets. | BlinkFox Games | - | Mar 18, 2026 | |
戚继光 Qi Jiguang: Art of War In-game content textart | store page UI , game UI , a part of cg story , | 斩鬼工作室 | - | Mar 18, 2026 | |
生成式梦境 In-game content audiotextart | The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated. | 镜 | - | Mar 18, 2026 | |
DEBRISVERSE In-game content text | Generative AI was used during the localization process to assist with translation and text refinement. | Studio RELIER | 27 | Mar 18, 2026 | |
Randomverse: Expedition In-game content text | AI usage for some language localizations. | Randaro | - | Mar 18, 2026 | |
Idle Realms: The Eternal Spire In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Realms | 20 | Mar 18, 2026 | |
Interactive Language-Learning Novel: Interview with Emma In-game content artaudiotext | AI was used in the application to create illustrations, voiceovers, translations, and musical accompaniment. All materials have been manually reviewed and refined to ensure the quality and integrity of the application. | Polina Grigoreva | - | Mar 18, 2026 | |
FinalLoveMachine ~start retry polling with you in your most loved color~ In-game content text | Some development tasks, including early draft generation and translation assistance, involved generative AI tools. All narrative content, character writing, and dialogue were written and substantially revised by the developer. | Shoesfire Studio | - | Mar 18, 2026 | |
Aye! My Liege In-game content arttext | Some in-game assets and localized texts were generated or translated with the assistance of AI tools and have been manually refined. | Tappole Software | - | Mar 18, 2026 | |
The Excavation : Beneath The Cathedral In-game content text | Some in-game written notes were initially drafted with AI assistance and later refined by the developer. | Wyrmfang Forge | - | Mar 18, 2026 | |
Dark Fantasy In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of certain game assets, including 3D models, textures, images, voice processing, character dialogue, music, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure quality and consistency with the game’s artistic vision. | Nolodin Games LLC | - | Mar 18, 2026 | |
鬼島傳奇 In-game content arttextcode | The developer uses generative AI tools throughout the entire development process of this game.
Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality.
Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency.
Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow.
Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies. | 魔魔王 | - | Mar 18, 2026 | |
Bighead Duel In-game content audioarttext | Generative AI tools were used during development to assist with background music creation, selected 3D assets, and translation support. | Kim Hyunwoo | - | Mar 18, 2026 | |
Food Stacker In-game content arttext | Some visual assets and text were created with the assistance of generative AI tools. All AI-generated content has been reviewed and edited by the developer to ensure originality and compliance with Steam policies. | gamoo6496 | - | Mar 18, 2026 | |
Hamsteria In-game content text | The store page was localized using machine translation. | 2WheelerDev | - | Mar 18, 2026 | |
Academy of Samsara In-game content arttext | Academy of Samsara utilizes generative AI to achieve its distinct retro anime aesthetic. AI was used in the creation of character portraits and background environments. Trivia narratives were drafted with AI assistance and subsequently reviewed, edited, and verified for accuracy by the developer. | Karmic Loop Studios | - | Mar 18, 2026 | |
Void Core In-game content arttext | AI tools were used during the development process to assist in creating space-themed background assets and translating in-game text for localization. | Badgertainment | - | Mar 18, 2026 | |
Rest Area Simulator: Prologue In-game content artaudiotext | We used AI assistance for multilingual translation of promotional texts, for visual style suggestions, and for the creation of capsule and library assets. We also used AI tools during development for in-game text localization, as well as for generating certain audio elements and textures/visual content. | Oriseus Studios | 123 | Mar 18, 2026 | |
Breach Squad In-game content artaudiotext | Some parts of development used AI-assisted workflows, including asset creation, image processing/background removal, voice work, and localization of in-game text into multiple languages. | INDIELLIGENT | - | Mar 18, 2026 | |
False Flame Live AI text | The game uses an offline local LLM to dynamically generate NPC dialogue, parse player's text commands, and judge the player's actions in court.
The game uses zero generative AI art or audio assets. | SigniLume | - | Mar 18, 2026 | |
Network Empire In-game content arttextcode | This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience.
No content is generated by artificial intelligence in real time during gameplay. | Corsan | - | Mar 18, 2026 | |
Drone Gunner In-game content textart | Generative AI was used to create descriptions and weapon icons | KHVOYA Games | - | Mar 18, 2026 | |
AikoMate Live AI text | All conversations within AikoMate are generated by artificial intelligence. | Fernando Camargo | 28 | Mar 18, 2026 | |
CAI UWE Live AI text | CAI UWE uses generative AI technologies (Large Language Models) to generate the character's dialogues in real-time. There are no pre-written scripts; all of UWE's answers are generated live based on the user's chat inputs. | scratch your own itch Labs | - | Mar 18, 2026 | |
Aura Store/marketing textart | Some Images and text for the store page are generated by AI. I am solo and I am not much of a writer. The game was coded working hard for 10 months to put this together. It is my first major project in game dev. | Caydn Lofton | - | Mar 18, 2026 | |
我的修仙外挂是AI In-game content arttext | During the creative process, we utilized artificial intelligence (AI) technology as a generative tool for inspiration, primarily applied to original artwork and partial narrative texts. Our use of AI is not intended to replace traditional creativity, but rather to push beyond the boundaries of conventional game design—delivering you a uniquely immersive adventure filled with delightful surprises. All AI-generated content operates within our meticulously designed rule-based framework, ensuring a coherent and engaging experience. | Jinglin Games | - | Mar 18, 2026 | |
Panic of the Apes In-game content textart | AI generative models were used to create localization files to support languages that would otherwise be difficult for a solo developer. Placeholder AI-generated assets have been created for the Steam store splash images, with the intent of commissioning an artist if this gains community support. All in-game assets (sprites, music, sound effects, UI elements, and interactive content) were created by humans and are credited in the game credits. CPU opponents use traditional game AI algorithms, not generative AI models.
This is the third iteration of development, that was originally developed in 2019 with HTML + JS, then rebuilt in Unity, and then transferred to LOVE2D written in Lua. It was more-or-less built with a box of scraps in a cave in its first iterations, and modern software since those days have effectively blurred the line where task automation meets unethical AI consumption.
It's up to each of us to determine where that line is for ourselves in a rapidly changing digital age. As both a solo game dev and multimedia artist carrying a full-time job in neither of those fields, I feel that it's important to be educating ourselves on where AI can be a useful tool to allow new opportunities and expand capabilities for independent creators that are otherwise untenable, while keeping the human side of game dev at its core, especially in the indie genre. | Adam Weaver | - | Mar 18, 2026 | |
Ludwig II. - Neuschwanstein Unclear artaudiotext | Textures
Soundeffects
Voice
Music | VR-Dynamix | - | Mar 18, 2026 | |
MechaCorps Draft In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction. | MechaCorps Games | - | Mar 18, 2026 | |
Terminal Tales: An Interactive Fiction Anthology In-game content textartcode | This game was developed with the assistance of generative AI tools:
- Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans
- Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans
- Game code and engine systems were developed with AI programming assistance
All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency. | NEWB GAMES, LLC | - | Mar 18, 2026 | |
Floaty Farm Dev only textcode | AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay. | Uzhuless | - | Mar 18, 2026 | |
The Book of Prosperity In-game content codetext | AI assisted in coding and translation, with human verification. | SingKeys | - | Mar 18, 2026 | |
Airline CEO In-game content arttext | In this game, generative AI tools were used in parts of the creation and refinement process for visual assets and in-game text-based content. | Alperen Tekay | - | Mar 18, 2026 | |
你的ai桌宠 Live AI textaudio | This game is an AI-powered desktop companion that uses Large Language Models (LLM) to generate real-time dialogue and voice interactions. The AI assistant can engage in natural conversations, answer questions, perform tasks, and provide voice feedback through Text-to-Speech (TTS) technology. All AI-generated content is produced in real-time via external API services, with content filtering and safety measures implemented to ensure compliance with community standards. | FZ GAME | 19 | Mar 18, 2026 | |
Rush B: Esports Manager In-game content arttext | Image generation for fictional players (“NEWgens”) – creating visual portraits for entirely fictional characters.
Localization support – assisting in the translation and adaptation of in-game text into different languages. | Lazy Penguin Studios | - | Mar 18, 2026 |