Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects.
- Creator
- Companion Baduk
- Reviews
- -
- Added
- Sep 25, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects.
Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release.
AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay.
AI-Generated Content Disclosure This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality. All core gameplay, design, player character, dragon character, and player interactions are handcrafted.
AI was used only for localization from English to other languages.
Generative AI was used for some game banners, localization, and a small number of in-game icons.
This game was developed with the help of generative AI (Anthropic's Claude). The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review. The icon and store images were drawn as shapes by AI-written code; no image-generation models were used. Screenshots and trailers are taken from actual gameplay. The game does not use AI while it is being played; all content is fixed at release.
Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer.
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
Generative AI tools were used during development to create or edit some background details, table illustrations, and promotional images and video. These assets were reviewed and integrated into the game and its promotional materials. The game does not generate images, text, or audio at runtime. Poker opponents use local decision-making code.
Ragequit Royale was developed in collaboration with generative AI.
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release. Nothing in the game is generated by AI while you play.
AI tools were used only in a limited supporting role to help with internal coding tools and game testing.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time.
Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play.
The game icon and the default match background are AI-generated. The screenshots, promotional images, and trailer also contain AI-generated elements.
Generative AI was used for part of this game's content production (background art, music, and text), as well as for part of this store page's text (description and translation).
The content and features of this game were created with the help of AI.
translate
Some in-app text (character dialogue) and translations were drafted with AI writing assistance and edited by the developer. All graphics are drawn at runtime by hand-written code, and all sounds and music are synthesised by code; no AI image, voice or music models are used, and nothing is AI-generated while you use the app.
Soundtrack and Sound Effects
AI was used for: developing content concepts, such as structures, locations, and some smaller details; creating parts of the environment, such as the day/night cycle and clouds; generating animals.
Some of the programming made use of AI tools to assist with identifying bugs. ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI.
Some assets have been generated by AI
Just some images for the webpage
During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play.
This game uses AI-generated 2D art assets, including block icons, character sprites, and tower visuals. These assets were created with the assistance of generative AI image models and have beenreviewed and curated by our team. All gameplay logic, story, and sound design are human-authored.
Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay.
I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible.
Use AI for drawing art materials, generating music, and writing game code.
The game used generative AI for coding, and the machine translation of the game into languages other than English.
Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool.
It was used for the localization of the Steam page and in-game notices.
The background music was generated with AI tools. In-game text translations were produced with AI assistance.
Generative AI tools were used during development to create pre-generated artwork and visual assets used in the game and its Steam store materials. All AI-generated assets included in the final game were reviewed and selected by the developer before use. No generative AI content is created during gameplay, and the game does not connect to any external AI services.
This game uses generative AI in the creation of the following content: - Parts of the ending animations and still illustrations - Parts of the scenario text - UI artwork - Store page assets such as the logo and key visual - Store page text in languages other than Japanese All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running.
This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services.
To make the game accessible to more players, AI has been used to translate some in-game text to other languages.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay.
Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay.
Generative AI tools were used during development to assist with parts of concept art, character drafts, draft store assets, localization drafts, and operational copy drafts. All AI-assisted content was manually reviewed, edited, integrated, and approved by the development team before being included in the game or store page. The game does not use generative AI at runtime to create dialogue, story content, images, audio, or other player-facing content.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Companion Baduk In-game content arttextaudio | Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects. | Companion Baduk | - | Sep 25, 2026 | |
OMG: Oh My Gravity In-game content text | Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release. | WINDUP | - | Sep 25, 2026 | |
高山之旅 In-game content artaudiotext | AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay. | PANKUNHONG | - | Sep 25, 2026 | |
Scaley Kitchen In-game content art | AI-Generated Content Disclosure
This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality.
All core gameplay, design, player character, dragon character, and player interactions are handcrafted. | Scale Back Studios | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
Mine It All! In-game content arttext | Generative AI was used for some game banners, localization, and a small number of in-game icons. | Golden Pick Games | - | Sep 25, 2026 | |
Girigiri Shussha! — One Second to Spare In-game content arttextcode | This game was developed with the help of generative AI (Anthropic's Claude).
The game code, in-game text, English translation and store page text were created by AI under the developer's direction and review.
The icon and store images were drawn as shapes by AI-written code; no image-generation models were used.
Screenshots and trailers are taken from actual gameplay.
The game does not use AI while it is being played; all content is fixed at release. | はるなな | - | Sep 24, 2026 | |
Runecast In-game content artaudiocode | Runecast’s illustrations were generated with AI tools, then curated, edited and integrated by hand. The soundtrack was generated with Suno under a commercial license. The game’s design and code were developed with AI assistance, directed and reviewed by the developer. | perdido101 | - | Sep 24, 2026 | |
Happy Cats Market In-game content artaudiotext | Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play. | Satoshi Onishi | - | Sep 24, 2026 | |
The Usual Table: Texas Hold’em In-game content art | Generative AI tools were used during development to create or edit some background details, table illustrations, and promotional images and video. These assets were reviewed and integrated into the game and its promotional materials. The game does not generate images, text, or audio at runtime. Poker opponents use local decision-making code. | hututu | - | Sep 24, 2026 | |
Ragequit Royale Unclear | Ragequit Royale was developed in collaboration with generative AI. | ChritzleCraft | - | Sep 24, 2026 | |
My Little Game Room In-game content text | Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer. | My Little Room Team | - | Sep 24, 2026 | |
SlimeBreak In-game content text | The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release.
Nothing in the game is generated by AI while you play. | KisnLabs | - | Sep 24, 2026 | |
Capsule Arcade Dev only code | AI tools were used only in a limited supporting role to help with internal coding tools and game testing. | skeleton picture | - | Sep 24, 2026 | |
KANKERI: Can Kick Clash In-game content audioart | This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running. | IT MONOZUKURI K.K. | - | Sep 24, 2026 | |
Taskbar Quest In-game content arttext | Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer. | Henrique Maciel | - | Sep 24, 2026 | |
À Deriva In-game content art | Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time. | Cheeetz | - | Sep 24, 2026 | |
Academy Soccer Manager In-game content artaudio | Some of the store artwork, the game icon and some sound effects were created with generative AI tools and then edited by hand before release. The simulation, the program code, the 3D models and the text in the game were made without generative AI. Nothing is generated by AI while you play. | TENZO | - | Sep 24, 2026 | |
圈地之王 In-game content art | The game icon and the default match background are AI-generated. The screenshots, promotional images, and trailer also contain AI-generated elements. | jiang youming | - | Sep 24, 2026 | |
100s Fishing In-game content artaudiotext | Generative AI was used for part of this game's content production (background art, music, and text), as well as for part of this store page's text (description and translation). | RYGB | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
CatchCatch Unclear | translate | Haram | - | Sep 24, 2026 | |
QuackType In-game content text | Some in-app text (character dialogue) and translations were drafted with AI writing assistance and edited by the developer. All graphics are drawn at runtime by hand-written code, and all sounds and music are synthesised by code; no AI image, voice or music models are used, and nothing is AI-generated while you use the app. | Secret X | - | Sep 24, 2026 | |
Avocado Survivor Unclear audio | Soundtrack and Sound Effects | Team Avo | - | Sep 24, 2026 | |
KYOTIKYO In-game content art | AI was used for:
developing content concepts, such as structures, locations, and some smaller details;
creating parts of the environment, such as the day/night cycle and clouds;
generating animals. | playfuldreamer | - | Sep 24, 2026 | |
Art Store Tidy Up! Dev only code | Some of the programming made use of AI tools to assist with identifying bugs.
ALL visual assets in this game are 100% HUMAN MADE, from the ground up. All sound effects and music are also 100% made by me, with NO AI. All in-game imagery is entirely human made. The store page graphics and text description are also 100% human made with no AI. | CheesyWalrus | - | Sep 24, 2026 | |
Pyramids Unclear | Some assets have been generated by AI | Dandrel | - | Sep 24, 2026 | |
Just 9 Lives Dev only art | Just some images for the webpage | Twicsael | - | Sep 24, 2026 | |
Archemyst: Alchemy Shop In-game content art | During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play. | Maple Leaf | - | Sep 24, 2026 | |
Auto Match Blast art | This game uses AI-generated 2D art assets, including block icons,
character sprites, and tower visuals. These assets were created
with the assistance of generative AI image models and have beenreviewed and curated by our team. All gameplay logic, story,
and sound design are human-authored. | 战魂网络 | - | Sep 24, 2026 | |
Wool Overflow In-game content art | Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay. | Icycozy Games | - | Sep 24, 2026 | |
COCORUSH In-game content artaudiocode | I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible. | Wilson.Pairs | - | Sep 24, 2026 | |
重生之我在产业园当AI In-game content artaudiocode | Use AI for drawing art materials, generating music, and writing game code. | NextD STUDIO | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 | |
World War Whack In-game content arttext | Generative AI tools were used during development to help create some of the game's artwork, including zombie character sprites, hammer icons, achievement icons. All AI-assisted artwork was reviewed and selected by the developer before being included in the final game. The store page description was also written with the assistance of an AI writing tool. | Groundbreakers | - | Sep 24, 2026 | |
Face Picka Store/marketing text | It was used for the localization of the Steam page and in-game notices. | NextBuff | - | Sep 24, 2026 | |
NumeNume In-game content audiotext | The background music was generated with AI tools. In-game text translations were produced with AI assistance. | Phuriko | - | Sep 24, 2026 | |
Cleanup Unit In-game content art | Generative AI tools were used during development to create pre-generated artwork
and visual assets used in the game and its Steam store materials.
All AI-generated assets included in the final game were reviewed and selected by
the developer before use.
No generative AI content is created during gameplay, and the game does not connect
to any external AI services. | 2ooT Games | - | Sep 24, 2026 | |
PROTOCOL: NOAH In-game content arttext | This game uses generative AI in the creation of the following content:
- Parts of the ending animations and still illustrations
- Parts of the scenario text
- UI artwork
- Store page assets such as the logo and key visual
- Store page text in languages other than Japanese
All generated assets were reviewed, selected and edited by our team before being included in the final build. No content is generated by AI while the game is running. | SINEN STUDIO Inc. | - | Sep 24, 2026 | |
IAI BREAKER In-game content art | This game uses generative AI in the creation of some visual assets, including character illustrations, backgrounds, and promotional artwork. These assets were selected, adjusted, and integrated into the game and store materials by the developer. The game does not generate content in real time during gameplay, and no player input or personal data is sent to external AI services. | βETALCA Games | - | Sep 24, 2026 | |
Nib’s Signal In-game content text | To make the game accessible to more players, AI has been used to translate some in-game text to other languages. | Arthuristry | - | Sep 24, 2026 | |
Pawper: Desktop Pet In-game content art | I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running. | LUMO Technology & Software Innovation | - | Sep 24, 2026 | |
Crownspat In-game content arttext | Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services. | Gambit Forge | - | Sep 24, 2026 | |
修仙行 Store/marketing arttext | Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay. | 青行互娱 | - | Sep 24, 2026 | |
Chat Derby Desktop Store/marketing art | Generative AI tools were used during development to create some visual assets, including character skins and store artwork. These assets were reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to a third-party AI service during gameplay. | GONGUNGAMES | - | Sep 24, 2026 | |
Key Pet In-game content arttext | Generative AI tools were used during development to assist with parts of concept art, character drafts, draft store assets, localization drafts, and operational copy drafts. All AI-assisted content was manually reviewed, edited, integrated, and approved by the development team before being included in the game or store page.
The game does not use generative AI at runtime to create dialogue, story content, images, audio, or other player-facing content. | Li Cong | - | Sep 24, 2026 | |
Ultimate Pet Shop Simulator In-game content artaudio | Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay. | Onivo Games | - | Sep 24, 2026 | |
Feste Feiern: German Festival Tycoon In-game content artaudio | Generative AI was used during development to create pre-made content: concept and reference images, character sprites, textures and UI graphics (OpenAI image generation), the game logo (Google Gemini), some 3D model drafts (Tripo) and sound effects (ElevenLabs). All AI-generated material was selected, edited, modelled and integrated by the developer in Blender and Unity. The game does not generate any content with AI while you play and does not connect to AI services. | Jodelsoft | - | Sep 22, 2026 | |
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
Chromaline Shuttle art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Chromaline Shuttle Studio | - | Sep 22, 2026 |