Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
- Creator
- Thnked
- Reviews
- -
- Added
- Sep 24, 2026
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running.
Generative AI used as developer tool for code, testing, modeling, and sound. Generative AI used directly for campaign mission brief and victory screen full screen background art.
Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service.
AI-generated artwork and music are used. All generated assets are reviewed and curated by the developer before inclusion in the game.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
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.
Drugrunners uses generative AI tools to help create some in-game visual assets, including icons, item art, and background artwork. This content is generated in advance during development. The game does not use AI to generate content live or in response to player input during gameplay.
SOFT 17's visuals and audio are generated procedurally from code: the dealers, the cards, the table and every sound are drawn and synthesized while you play, rather than imported as files. Generative AI contributed to some of the content that ships with the game: eight interface icons in the main menu, the artwork used on this store page, and part of the in-game text and its English translation. All of it was produced from written briefs, then reviewed, edited and assembled by hand.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
The game icon and the default match background are AI-generated. The screenshots, promotional images, and trailer also contain AI-generated elements.
Some written content in this game was drafted with generative AI assistance and reviewed and edited by the developer
Grimmarch's art, music, voice and sound effects are created or edited with generative AI tools, then selected, edited and approved by a human before shipping. That covers card and interface art, character portraits, map and scene art, the cinematic, music, character voice lines and sound effects. Nothing is generated while you play: the game contacts no AI service at runtime, and nothing you do is sent to one.
This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
translate
We are use only for the logo and some imagages
Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play.
We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.
Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets.
We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores.
AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands.
It was used for the localization of the Steam page and in-game notices.
AI tools were used in the creation of some sounds and graphics.
The background music was generated with AI tools. In-game text translations were produced with AI assistance.
AI tools were used in a limited way to help generate parts of some in-game images.
I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated.
Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding. The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player. AI responses may be inaccurate or inappropriate and should not be treated as professional advice.
During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision.
Some visual assets were initially created with the help of AI tools and manually reworked
Voice lines and sound effects were produced with AI voice synthesis (ElevenLabs) during development. Some character portraits and UI/VFX textures were created with AI-assisted tools. All assets were reviewed, edited and integrated by the developer. No generative AI runs at runtime — the game ships only pre-generated, fixed assets.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
このゲームはプログラミング、グラフィックを
AI help creating this game.
Generative AI tools were used exclusively to create static, pre-generated illustrative images for the application's Tips section and Steam store/marketing assets. These are the only AI-generated materials included with the product or presented to users. NitroCore Synapse does not generate AI content at runtime and does not connect to external AI services.
Icons and Artworks for the Shop are made with the help of A.I.
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.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content 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 help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay.
During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content.
Eldritch Tricks was not dealt by human hands alone: we lean on procedural and AI-assisted tools during development to help draft what you see and hear. Every card that reaches the table is chosen, shaped, and finished by the Iron Tower Press team, and the game you play is ours.
Some icons and also a few images for interfaces.
Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play.
We used AI to generate several parts of the game and the models.
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics). All content was selected, reviewed and integrated manually by the developer. The game does not use generative AI during gameplay and does not generate content in real time.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 | |
香腸大冒險 Sausage Adventure In-game content artaudiotext | AI-assisted tools were used during development to create some visual assets and textures, music and sound effects, and to assist with English localization. Generated promotional illustrations and pre-generated synthetic voice performances are also used in the Steam store materials and trailers. These assets were selected, edited and integrated during production. The game does not generate AI content while it is running. | Ladle Lantern | - | Sep 24, 2026 | |
G.D.F. PHALANX: Missile Defense Protocol In-game content arttextcodeaudio | Generative AI used as developer tool for code, testing, modeling, and sound.
Generative AI used directly for campaign mission brief and victory screen full screen background art. | KC Ogren | - | Sep 24, 2026 | |
Dawn of Embers In-game content artaudio | Some pre-production assets were generated with AI tools and then hand-finished by the team: 3D character bodies (Tripo) that were re-rigged, textured and animated by hand; concept and brand imagery (OpenAI image generation) redrawn or composited by hand; voice lines and sound effects (ElevenLabs); and music (Suno) under a commercial licence. No AI content is generated during gameplay, and the game connects to no AI service. | DTX Studios | - | Sep 24, 2026 | |
ULTIMATE将棋 In-game content artaudio | AI-generated artwork and music are used. All generated assets are reviewed and curated by the developer before inclusion in the game. | Studio In-se | - | Sep 24, 2026 | |
Stick Mania In-game content art | A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo. | PictureFrameGames | - | Sep 24, 2026 | |
Get Off My Trailer! In-game content arttext | We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play. | Plotrick | - | 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 | |
DrugRunners In-game content art | Drugrunners uses generative AI tools to help create some in-game visual assets, including icons, item art, and background artwork. This content is generated in advance during development. The game does not use AI to generate content live or in response to player input during gameplay. | ShadowByte Studios LLC | - | Sep 24, 2026 | |
Soft 17 In-game content arttext | SOFT 17's visuals and audio are generated procedurally from code: the dealers, the
cards, the table and every sound are drawn and synthesized while you play, rather than
imported as files.
Generative AI contributed to some of the content that ships with the game: eight
interface icons in the main menu, the artwork used on this store page, and part of the
in-game text and its English translation. All of it was produced from written briefs,
then reviewed, edited and assembled by hand. | Berko | - | Sep 24, 2026 | |
Shadow Realms RPG In-game content arttext | Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay. | Shadow Realms Games | - | 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 | |
College Hockey 27 In-game content text | Some written content in this game was drafted with generative AI assistance and reviewed and edited by the developer | Coastal Summit Studios | - | Sep 24, 2026 | |
Grimmarch In-game content artaudiotext | Grimmarch's art, music, voice and sound effects are created or edited with generative AI tools, then selected, edited and approved by a human before shipping. That covers card and interface art, character portraits, map and scene art, the cinematic, music, character voice lines and sound effects.
Nothing is generated while you play: the game contacts no AI service at runtime, and nothing you do is sent to one. | AppsByLuke | - | Sep 24, 2026 | |
Flappy Wings Multiplayer In-game content art | This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Rokito Games | - | Sep 24, 2026 | |
CatchCatch Unclear | translate | Haram | - | Sep 24, 2026 | |
Server Empire | We are use only for the logo and some imagages | HypeDevelopments | - | Sep 24, 2026 | |
Just Spades Store/marketing art | Generative AI was used during development to create playing-card court illustrations and promotional artwork, which were reviewed and adapted for the game. No AI content is generated during play. | Reckless Software | - | Sep 24, 2026 | |
GroundInFlames Dev only art | We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work. | VasyliyBritva | - | Sep 24, 2026 | |
Warlords In-game content artcode | Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets. | Howlerz Games | - | Sep 24, 2026 | |
Reaper GP In-game content art | We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores. | M80 Games Inc | - | Sep 24, 2026 | |
Human Error In-game content artcode | AI tools were used during development to help with my terrible code, and to create the game’s splash screen, icon, Steam capsule artwork, and various store and marketing images. Although, I did draw up the references with my own big hands. | BefuddleBug | - | 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 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | 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 | |
Steal Everything In-game content art | AI tools were used in a limited way to help generate parts of some in-game images. | Thief Crow Games | - | Sep 24, 2026 | |
Doctor Moore's World of Creatures In-game content artaudio | I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated. | Alan T Moore | - | Sep 24, 2026 | |
Meeting the World:AIRA Live AI text | Meeting the World (Aira) uses generative AI to create conversations and optional synthesized speech during gameplay. Depending on the enabled features, AI can also select predefined character actions and influence conversational emotion, autonomous behaviour and long-term understanding.
The Windows build includes a local Gemma 4 e2b chat model. Players may optionally configure their own external AI provider. Local speech synthesis uses CosyVoice3 with a bundled reference voice or a voice reference selected by the player.
AI responses may be inaccurate or inappropriate and should not be treated as professional advice. | wmdm | - | Sep 24, 2026 | |
Who's Cheating? In-game content artaudiotext | During development we use AI-based tools to assist with content creation, including modelling, voice lines, music and translations. All of it is reviewed by the team to ensure the final product stays true to our own vision. | LumenLabs | - | Sep 24, 2026 | |
Merge Command In-game content art | Some visual assets were initially created with the help of AI tools and manually reworked | Dudindie | - | Sep 24, 2026 | |
TASK: GOLIATH — The Last Organics In-game content audioart | Voice lines and sound effects were produced with AI voice synthesis
(ElevenLabs) during development. Some character portraits and UI/VFX
textures were created with AI-assisted tools. All assets were reviewed,
edited and integrated by the developer.
No generative AI runs at runtime — the game ships only pre-generated,
fixed assets. | Taskoft | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
Is This Reversi? Unclear artcode | このゲームはプログラミング、グラフィックを | 創造神司-souzousinzi- | - | Sep 24, 2026 | |
SoaRummy Unclear | AI help creating this game. | Soanet | - | Sep 24, 2026 | |
NitroCore Synapse™ Store/marketing art | Generative AI tools were used exclusively to create static, pre-generated illustrative images for the application's Tips section and Steam store/marketing assets. These are the only AI-generated materials included with the product or presented to users. NitroCore Synapse does not generate AI content at runtime and does not connect to external AI services. | NitroLabs Tecnologia | - | Sep 24, 2026 | |
Snake Echos In-game content art | Icons and Artworks for the Shop are made with the help of A.I. | Stinghe Dorian | - | 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 | |
Steam Colony In-game content arttext | During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay. | Matielle | - | 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 | |
IronFlux In-game content artaudiotext | Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay. | Ghost World Gaming | - | Sep 24, 2026 | |
Trap Side In-game content arttextaudio | During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content. | RavenLux | - | Sep 24, 2026 | |
Eldritch Tricks In-game content textart | Eldritch Tricks was not dealt by human hands alone: we lean on procedural and AI-assisted tools during development to help draft what you see and hear. Every card that reaches the table is chosen, shaped, and finished by the Iron Tower Press team, and the game you play is ours. | Iron Tower Press | - | Sep 23, 2026 | |
KILLWORLD In-game content art | Some icons and also a few images for interfaces. | Hunt Studio | - | Sep 23, 2026 | |
Stick Life: The Daily Grind In-game content arttextcode | Stick Life is designed and directed by a solo developer. Some of the game's code, its in-game writing, the artwork the game draws, the achievement icons and parts of this store page were made with the help of generative AI tools, then played, reviewed and edited by the developer. Nothing is generated by AI while you play. | Drangus Studios | - | Sep 22, 2026 | |
Unlucky In-game content art | We used AI to generate several parts of the game and the models. | Piece Of Web | - | Sep 22, 2026 | |
Nonogram Duel In-game content art | During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time. | Alessio Perilli | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
Arena Shooter Live AI art | Generative AI tools were used to help create some of our promotional artwork, such as the store capsule and key art. AI is used to develop intelligence of the enemy bot players in the arena. It was reviewed and selected by our team. No AI content is generated during gameplay. | GameEra Studios | - | Sep 22, 2026 | |
猛鬼搬家公司 In-game content art | The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets. | Bannye | - | Sep 22, 2026 | |
Grave Company In-game content arttext | Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release. | Clauzen Entertainment | - | Sep 22, 2026 |