We used AI to assist with language localization and to help create development tools used during the production of the game.
- Creator
- McDoodle
- Reviews
- -
- Added
- Sep 18, 2026
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We used AI to assist with language localization and to help create development tools used during the production of the game.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side. Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection. Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking. Guardrails on our side: - Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it. - Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account. - Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free. - The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report. - Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible. - The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed. - Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate. - Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files. We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where: - Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review. - Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer. - Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer. - Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs. - Sound effects were sourced from Freesound and Kenney's sound packs. - Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself. No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay.
Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use. All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
The logo on our store images was created with generative AI.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play. Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file. Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer. Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
IA used for localization
Our team uses generative AI tools to help develop some in game assets.
AI (Image Generation) was used only for the images on the mode selection screen.
Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay.
Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services.
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.
This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted.
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.
Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows.
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.
Some pixel art, sound effects and music are AI-generated.
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.
The 3D model are made by AI
During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
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.
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.
Tripo AI: Modelos y ChatGPT: Imagenes
Part of the audio in this game is generated with AI: the music and some of the sound effects. Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually. Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc.
Some images and sounds were created with the help of AI.
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.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
- Voice Acting - Mech Sprites - Dialogues - SFX
Non-English translations are AI translated placeholders.
Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
AI was used to create some of the images.
all the pictures are generated by artificial intelligence.
Generative AI is used during development to create artwork, animation, music, sound effects and some text, including store artwork and descriptions. Content is selected, edited and integrated before release. SkyStray does not generate AI content during gameplay or connect to external AI services while you play.
It has been used in the page visuals.
Generative AI tools were used during development to create some artwork, music and sound effects, and to prepare store and promotional artwork based on gameplay captures. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
AI tools were used during development to help create pre-generated content including pixel artwork, character and boss sprites, some written narrative and interface text, and original synthesized music and sound arrangements. These assets are included in the installed game. Gameplay does not generate content through an AI service at runtime.
AI used for code, graphics, audio.
This game has been created by a solo developer with 30 years of experience. It is not until now with the assistance of generative AI coding that I have been able to truly bring my visions to life in a timely manor. I hope you enjoy it.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Thugs in Fantasy In-game content text | We used AI to assist with language localization and to help create development tools used during the production of the game. | McDoodle | - | Sep 18, 2026 | |
Shiny Gen Live AI artaudiotextcode | Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai. | David Walter | - | Sep 18, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
Salvage Inc In-game content artaudio | Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements. | Hyper Mode | - | Sep 18, 2026 | |
Last Block Standing In-game content arttext | Generative AI was used during development to assist with some artwork and text, including the main menu background, achievement icons and draft translations for some localized text. This content was selected and edited during production and is included as pre-generated game assets. The game does not use generative AI services to create content at runtime. | Black Wings | - | Sep 18, 2026 | |
Wickwood In-game content textaudiocode | Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service. | Renderville Games | - | Sep 18, 2026 | |
NANO FRONT In-game content artcode | Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime. | Yang.biz | - | Sep 18, 2026 | |
Wildixir In-game content textart | Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services. | Alexframe | - | Sep 18, 2026 | |
Hamsuri : Bomb Festival In-game content artaudio | Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services. | Isotis | - | Sep 18, 2026 | |
Type to Survive In-game content artaudio | This game contains pre-generated visual and audio assets created with generative AI tools and edited by the developer. No content is generated during gameplay. | Maj Labs | - | Sep 18, 2026 | |
Ping Pong Attack: Return of the Pong In-game content audioart | Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use.
All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game. | Tedesen Games | - | Sep 18, 2026 | |
Glintwave In-game content arttext | Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review. | Karmikal Apps | - | Sep 18, 2026 | |
Castle Against the Dark Store/marketing art | The logo on our store images was created with generative AI. | Aleksei Gusachenko | - | Sep 18, 2026 | |
War of the Watchers In-game content audioart | War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay. | Crown & Cross Studios | - | Sep 18, 2026 | |
Spacejunk In-game content text | IA used for localization | Fax3D Games | - | 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 | |
Ride Up Together In-game content art | AI (Image Generation) was used only for the images on the mode selection screen. | Necha Games | - | Sep 18, 2026 | |
Below The Loop Store/marketing art | Below The Loop uses generative AI-assisted tools during development to create some visual assets and marketing artwork. These assets are pre-generated and reviewed and edited as part of the development process. The game does not use AI to generate content in real time during gameplay. | Sandbox Studio | - | Sep 18, 2026 | |
Mineral Zone Store/marketing art | Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services. | Surio | - | 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 | |
恶意结核 (MechaBlight) In-game content art | This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted. | YeMaoFanKa | - | Sep 17, 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 | |
Gods of the Arena: Blood & Sand Dev only art | Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows. | Aeterna Nexus | - | 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 | |
I Only Moved My Mouse In-game content artaudio | Some pixel art, sound effects and music are AI-generated. | Missroot | - | 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 | |
Zombie Day Protocol In-game content art | The 3D model are made by AI | Haodex Games | - | Sep 16, 2026 | |
柴科夫派对 Store/marketing art | During development, generative AI was used to assist in creating selected game images and promotional artwork, including library images, the game logo, and capsule art. All AI-generated images were manually reviewed, edited, and unified in style by the development team. All in-game code, gameplay systems, audio, and text were created by hand. The game itself does not generate, display, or depend on any AI content at runtime. | Monster Reborn | - | Sep 16, 2026 | |
超エキサイトボール In-game content artaudio | This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay. | ARAKI | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Grimli & Friends In-game content art | Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game. | JoyMandate | - | 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 | |
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 | |
Chocolat Shoot Bite Destroy Unclear art | Tripo AI: Modelos y ChatGPT: Imagenes | JoseDVJ | - | Sep 16, 2026 | |
SHOOTOSYNTHESIS In-game content audiocode | Part of the audio in this game is generated with AI: the music and some of the sound effects.
Part of the source code was also created with the help of AI during development, particularly to generate certain portions of code, fix errors, and assist with the implementation of certain features. The code used in the game is then reviewed, modified, and integrated manually.
Everything else is handmade: the monsters are drawn by hand and then recreated in 3D, the textures are hand-painted and sometimes slightly enhanced, the 3D models are procedural, every line of text in the game is written by me, the farmer's voice is mine, etc. | GDDREAM Games | - | Sep 16, 2026 | |
Last Reach Unclear artaudio | Some images and sounds were created with the help of AI. | Greengage Games | - | 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 | |
Tooth for Tooth Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | Outlane | - | Sep 16, 2026 | |
Humans, Bots and Zombies In-game content audioarttext | - Voice Acting
- Mech Sprites
- Dialogues
- SFX | Hbz-team | - | Sep 16, 2026 | |
Vanguard Tides In-game content text | Non-English translations are AI translated placeholders. | Conjure Studios LLC | - | Sep 16, 2026 | |
OUTPREFORM In-game content artaudiotext | Generative AI tools assisted development of the game’s geometric artwork, music compositions, in-game text, and store and marketing materials. These are prepared during development and included in the game or its promotional assets. Graphics are drawn and music is synthesized locally from fixed content definitions; the game does not generate content with AI during gameplay or connect to external AI services. | Closing Bell Games | - | Sep 16, 2026 | |
Make The Dead Dead Again In-game content textaudio | DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription. | Based On The Play | - | Sep 16, 2026 | |
BigFooten Unclear art | AI was used to create some of the images. | Dan Smith | - | Sep 16, 2026 | |
Visual Novel: The Neighbor with My Face In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Sep 15, 2026 | |
SkyStray In-game content artaudiotext | Generative AI is used during development to create artwork, animation, music, sound effects and some text, including store artwork and descriptions. Content is selected, edited and integrated before release. SkyStray does not generate AI content during gameplay or connect to external AI services while you play. | Sam Mayell | - | Sep 15, 2026 | |
Old War Together Store/marketing art | It has been used in the page visuals. | cnsgames | - | Sep 15, 2026 | |
KICK//LINE In-game content artaudio | Generative AI tools were used during development to create some artwork, music and sound effects, and to prepare store and promotional artwork based on gameplay captures. These assets are prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | SHINGO IRIE | - | Sep 15, 2026 | |
The Infinite Tower In-game content arttextaudio | AI tools were used during development to help create pre-generated content including pixel artwork, character and boss sprites, some written narrative and interface text, and original synthesized music and sound arrangements. These assets are included in the installed game. Gameplay does not generate content through an AI service at runtime. | Charlie Pilotti | - | Sep 15, 2026 | |
Scraplands In-game content artaudiocode | AI used for code, graphics, audio. | Quad Pixel | - | Sep 15, 2026 | |
BLOKSTAR HERO Dev only code | This game has been created by a solo developer with 30 years of experience. It is not until now with the assistance of generative AI coding that I have been able to truly bring my visions to life in a timely manor. I hope you enjoy it. | The Shrike | - | Sep 15, 2026 |