Our game has utilized AI in-game and in some store visuals.
- Creator
- Peperoni Games
- Reviews
- -
- Added
- May 23, 2026
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Interactive or runtime AI features disclosed by the developer.
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Our game has utilized AI in-game and in some store visuals.
We use AI tools to create some parts of the UI.
AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration.
Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision.
This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos.
Generative AI was used during the development process to assist with writing codes. All AI-generated text has been manually reviewed and edited.
Some of the promotional images for the game were created using AI-generated art, and the text content was translated using AI.
Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI.
Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime.
Part of the promotional content uses generative ai.
UIの画像に事前にAI生成した画像を用いています。生成した画像に不適切なコンテンツが含まれていないか、製作者が手動で判別してから、ゲームに組み込んでいます。
AI was used to generate or assist in the creation of illustrations, background music, and sound effects. Each asset has been manually edited and polished for the final game.
For use in artwork, localization, game content, etc.
Some icons and localization elements in this game were created with AI assistance.
Exhibit descriptions on the aquarium walls
The game’s logo was generated with the assistance of artificial intelligence tools.
Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music. Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration. Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us.
The Icon for this game was created by AI and modified by humans after creation
This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability.
Generative AI is used in the creation of some in-game assets such as textures.
Some static 2D graphics for the user interface and menu icons were created using AI image generators.
Luba's photo was created with AI.
This game uses pre-generated AI images for card artwork and character sprites, created with Stable Diffusion. No AI is used to generate content during gameplay.
Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI.
AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer.
Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production.
3D Modeling Tool: Meshy (or Unity Asset store) Giant eye (2D Sprite): Nano Banana
Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional Text to Speech software is used for the AI cars commands. this can be toggled off ingame LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car.
Only used for some sound effects.
Game logo and menu images made with ai tools
Generative AI was used for some 3D models, images, and localization.
Al were used to assist with translating text into multiplelanguages.
This game uses AI-generated content for background music (BGM) and narration audio only. All visuals, gameplay mechanics, and written content were created by the development team without the use of generative AI tools.
This project is, above all, a personal creation, driven by a clear artistic vision and specific game design intentions. During the development process, I used artificial intelligence tools as production assistants, particularly to speed up certain technical tasks (such as coding support) and to explore visual ideas. All generated elements were then carefully selected, refined, and integrated to ensure consistency with the project's artistic direction and game design. The AI did not design the game: it simply served as a tool among others in the creative process, just like a game engine, graphic software, or a code library. Thank you for supporting independent projects and creative experimentation. Franck
Audio (Sound Effects and Background Music) generated using AI.
Use AI to generate character sprites, background images, and UI assets
This game uses generative AI for dynamic dialogue and narrative progression with the main character, "Lily." Instead of relying on pre-set options, this technology allows the character to generate natural responses and take appropriate actions based on the specific context of the player's real-time voice input.
Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime.
This project incorporates AI-assisted coding and text translation.
Some promotional and visual assets, such as logos or marketing materials, were created with the assistance of generative AI tools. All gameplay systems, mechanics, and core game content were developed manually.
The game uses ai for some assets in the game.
As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use.
Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer.
AI was used in editing code. In the game play there is not auto generated AI content.
This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project
Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design.
Most localizations were done with AI.
Localized content utilizes AI
Some assets were generated using AI tools. All assets were created using a subscription service for in-game use. (BGM, 2D Art, 3D Model, UI)
The achievements and images shown on the store page were generated or modified using AI
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Peperoni Border Simulator In-game content | Our game has utilized AI in-game and in some store visuals. | Peperoni Games | - | May 23, 2026 | |
君は本当に家に帰りたいと思った事があるか In-game content art | We use AI tools to create some parts of the UI. | SolidSeed Co.,Ltd. | - | May 23, 2026 | |
GummyGom Delivery In-game content text | AI was used for multilingual localization work and during the prototyping and implementation of in-game systems. All AI-generated outputs were directly reviewed and modified by the developer before final integration. | NEONORI | - | May 23, 2026 | |
Save Princess Torosso In-game content art | Some visual assets, including loading screen images and menu screen artwork, were developed with the assistance of AI image generation tools. AI video generation tools were also used to assist in the production of opening, ending, and promotional trailer videos. All content was created and directed by the developer, with AI serving as a supporting tool to realize the game's creative vision. | KOKOPAZU STUDIO | - | May 23, 2026 | |
天藻のモズクヒメ In-game content art | This game uses generative AI (Grok Imagine by xAI) to create visual assets for the Steam store page, including the header, capsules, background images, and logos. | Kazumitsu Ota | - | May 23, 2026 | |
Gambling Simulator Dev only code | Generative AI was used during the development process to assist with writing codes. All AI-generated text has been manually reviewed and edited. | Fato Games | - | May 23, 2026 | |
桌面星球 In-game content arttext | Some of the promotional images for the game were created using AI-generated art, and the text content was translated using AI. | MagicJellyGames | - | May 23, 2026 | |
BUTTON Store/marketing art | Some visual assets in this game, such as the capsule art, were generated with the assistance of AI tools and then edited and refined by the developer. No gameplay, mechanics, or code were generated by AI. | YOUng Games | - | May 23, 2026 | |
Dice Tavern: Farkle Roguelike In-game content art | Some textures and 3D models in this game were created using AI-assisted procedural rendering during development. The game does not generate any content with AI at runtime. | Cavi Studio | - | May 23, 2026 | |
Ultimate super boy 超级至尊男孩 Store/marketing art | Part of the promotional content uses generative ai. | WaterGames | - | May 23, 2026 | |
United2030 In-game content art | UIの画像に事前にAI生成した画像を用いています。生成した画像に不適切なコンテンツが含まれていないか、製作者が手動で判別してから、ゲームに組み込んでいます。 | 9nahitoproject | - | May 23, 2026 | |
巡怪警備 -The Cursed Security- In-game content artaudio | AI was used to generate or assist in the creation of illustrations, background music, and sound effects. Each asset has been manually edited and polished for the final game. | Diabonobbu Game | 18 | May 23, 2026 | |
Sky Abyss Unclear arttext | For use in artwork, localization, game content, etc. | Yuiami Games | - | May 23, 2026 | |
Monster TD In-game content arttext | Some icons and localization elements in this game were created with AI assistance. | zzz | - | May 23, 2026 | |
TurtleSkate text | Exhibit descriptions on the aquarium walls | cream | - | May 23, 2026 | |
Knightfall Requiem Store/marketing art | The game’s logo was generated with the assistance of artificial intelligence tools. | Vault Games | - | May 23, 2026 | |
Catapulteers In-game content artaudio | Some content in Catapulteers was created with the assistance of generative AI tools, including selected in-game textures, models, voice-over, and music.
Catapulteers is a handcrafted game made by a small independent team of five developers. We use AI only as one of several production tools to support specific parts of asset creation and iteration.
Every AI-assisted element has been reviewed, edited, selected, and integrated by our team, and the final creative direction, gameplay, humor, world, systems, and overall experience are fully authored by us. | BIG | - | May 23, 2026 | |
Bounce on it! In-game content art | The Icon for this game was created by AI and modified by humans after creation | Raccola | - | May 23, 2026 | |
Dispell In-game content codetext | This project leverages generative AI to assist in software development and documentation processing, covering data retrieval and synthesis, localization, modular script implementation, and code logic optimization. By utilizing AI for cross-disciplinary knowledge integration and performance refactoring, all outputs undergo manual review and adjustment. This ensures that core creativity remains developer-led while enhancing development efficiency under the premise of maintaining system stability. | OneDown | - | May 23, 2026 | |
Animal Company In-game content art | Generative AI is used in the creation of some in-game assets such as textures. | Wooster Games | 691 | May 23, 2026 | |
TwoJump In-game content art | Some static 2D graphics for the user interface and menu icons were created using AI image generators. | ADEX_VISION | - | May 23, 2026 | |
LUBA Store/marketing art | Luba's photo was created with AI. | Ishmuhter | - | May 23, 2026 | |
Soul Monsters Card Game art | This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay. | Industrial Miracle (yawangshiro) | - | May 23, 2026 | |
Nothing Remains In-game content art | Some store and promotional artwork for Nothing Remains has been created or enhanced using AI-assisted tools. All gameplay systems, mechanics, and in-game content are fully original and developed without the use of generative AI. | Diego Gacitúa | - | May 23, 2026 | |
Forbidden buttons Dev only | AI was used during development to assist with brainstorming and iteration, while all final rooms, puzzles, and gameplay mechanics were designed by the developer. | Kevin Bjorvand | - | May 23, 2026 | |
Project Ants Dev only art | Generative AI was sporadically used to create initial references and placeholder assets, which have been or will be replaced with hand-crafted content during production. | Ant Team | - | May 23, 2026 | |
We are one body In-game content art | 3D Modeling Tool: Meshy (or Unity Asset store)
Giant eye (2D Sprite): Nano Banana | Yang9 | - | May 23, 2026 | |
Find AI Parking Spot In-game content artaudiotext | Textures for billboards are made with AI to showoff the "AI car company" The AI art is easily noticable and intentional
Text to Speech software is used for the AI cars commands. this can be toggled off ingame
LLM is used in the steampage description, THOUGH it has not written a single word of the description, it was just used to find proper words and sentences to make it look like it was written by the AI bot of the car. | LGS | - | May 23, 2026 | |
Climber Toys: Together In-game content audio | Only used for some sound effects. | Violet Studios | 12 | May 23, 2026 | |
Trap Roller Store/marketing art | Game logo and menu images made with ai tools | Tero Lunkka | - | May 23, 2026 | |
Todomeki In-game content arttext | Generative AI was used for some 3D models, images, and localization. | 桜夢工房 | - | May 23, 2026 | |
THE Fart King | Al were used to assist with translating text into multiplelanguages. | zhitiangg | - | May 23, 2026 | |
Don't Push Your Luck In-game content audio | This game uses AI-generated content for background music (BGM) and narration audio only.
All visuals, gameplay mechanics, and written content were created by the development team without the use of generative AI tools. | Retryinteractive | - | May 23, 2026 | |
Totem Dev only codeart | This project is, above all, a personal creation, driven by a clear artistic vision and specific game design intentions.
During the development process, I used artificial intelligence tools as production assistants, particularly to speed up certain technical tasks (such as coding support) and to explore visual ideas.
All generated elements were then carefully selected, refined, and integrated to ensure consistency with the project's artistic direction and game design.
The AI did not design the game: it simply served as a tool among others in the creative process, just like a game engine, graphic software, or a code library.
Thank you for supporting independent projects and creative experimentation.
Franck | franck langlet | - | May 23, 2026 | |
Wrispell ~リスペル~ In-game content audio | Audio (Sound Effects and Background Music) generated using AI. | 言葉の檻 | - | May 23, 2026 | |
phase knight In-game content art | Use AI to generate character sprites, background images, and UI assets | Qin Studio | - | May 23, 2026 | |
Call into the Hollow : [ 2300 ] Live AI text | This game uses generative AI for dynamic dialogue and narrative progression with the main character, "Lily." Instead of relying on pre-set options, this technology allows the character to generate natural responses and take appropriate actions based on the specific context of the player's real-time voice input. | RunGround Works | - | May 23, 2026 | |
Run! And Don't Stop In-game content art | Some visual assets in this game were created with the assistance of AI and further refined by the developer. The game does not use live-generated AI at runtime. | Crimson Monolith Studios | - | May 23, 2026 | |
The Unnatural Leap In-game content codetext | This project incorporates AI-assisted coding and text translation. | BubblePie Games | - | May 23, 2026 | |
Colour Hunt In-game content art | Some promotional and visual assets, such as logos or marketing materials, were created with the assistance of generative AI tools. All gameplay systems, mechanics, and core game content were developed manually. | Sarah Halawa | - | May 23, 2026 | |
SlidefyingBadaBoom Penguin through a Slipstream: Rise of the Penguins 3 In-game content | The game uses ai for some assets in the game. | Bill Woo | - | May 23, 2026 | |
Stewart The Fox: Swing it! In-game content audio | As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use. | DeadEagle | - | May 23, 2026 | |
Cosmo Crush Store/marketing art | Some visual assets and promotional materials were created or assisted with generative AI tools. All content was reviewed and edited by the developer. | Zi-Zi | - | May 23, 2026 | |
Board Forge Dev only code | AI was used in editing code. In the game play there is not auto generated AI content. | Egg Splat Studio | - | May 23, 2026 | |
Painworld In-game content artcode | This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project | kaledanski | - | May 23, 2026 | |
MadCar In-game content art | Generative AI tools (including Unity AI) were used to create the capsule art for our store page and certain icons within the game's user interface design. | Moonforge Studio | - | May 23, 2026 | |
Timefract In-game content text | Most localizations were done with AI. | alteemor | - | May 23, 2026 | |
大建周世 In-game content text | Localized content utilizes AI | laodongligong | - | May 23, 2026 | |
Solitary Astral Voyage In-game content audioart | Some assets were generated using AI tools.
All assets were created using a subscription service for in-game use.
(BGM, 2D Art, 3D Model, UI) | Cruel Light | - | May 23, 2026 | |
Vanishing In The Island Halphéra Store/marketing art | The achievements and images shown on the store page were generated or modified using AI | Soghoxal | - | May 23, 2026 |