本作では、ゲーム内で生成AIを多分に使用しています
- Creator
- ワイズ万
- Reviews
- -
- Added
- May 23, 2026
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本作では、ゲーム内で生成AIを多分に使用しています
AI assisted tools were utilized during development to help generate and refine various assets and ideas. All content was reviewed, edited, and integrated by the developer to ensure consistency with the game's design and vision.
AI was used to create background music
Some store page and in-game artwork (joker icons and event background scenes) were created using AI image generation tools. All AI-generated content is reviewed and curated by the developer. Game mechanics, story text, code, character animations and audio are not AI-generated.
All images and voices in the game, as well as on the store page, were generated using AI.
Some image may edit with ai.
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some 2D visual assets, icons, background concept art, text drafting/localization, and programming support. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live generative AI during gameplay.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team. All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers. AI is not used during gameplay.
This game use generative AI to setup theming, characters and monsters sprites and sounds to speed-up and fill the gap I don't capable of. After generated they're well test and tune to ensure player can have fun with it.
Portions of the artwork in this game were generated using Artificial Intelligence.
Generative Artificial Intelligence was used to assist in the development of this game, including support with aspects of the game's code. AI tools were also used to create some graphical assets, including selected images used for promotional material and the Steam store page.
This is my first project as a solo developer, I used AI to support with some of the backend code and concept generation.
Due to lack of artistic capabilities some raw assets shown in the store page have been generated and manually edited to fit the games purpose (Skill Issue lol) Most assets have been replaced in a later build
localization for simplified chinese, brasilian portuguese and spanish
Some content in this game was created or assisted using generative AI tools.
This game features art assets created using generative AI.
Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay.
Currently, AI is used to generate some images like character portraits, icons, music. Some will be changed when there is a budget.
We use generative AI tools to assist with the creation and refinement of some pre-generated content, including store page text, translations, marketing copy, and selected promotional/static visual assets. The game does not use generative AI to create content in real time during gameplay.
This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer.
This game was developed with the assistance of Generative AI tools which served as a coding co-pilot. The AI was used to assist in writing the simulation logic, database structure, and user interface code during the development phase. All generated code was reviewed, tested, and finalized by the developer. The game does not utilize live Generative AI during gameplay
AI was used to create images and animations
Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted.
Specifically: Tools used: ChatGPT What was created with AI: Capsule images, library assets, and in-game artwork (backgrounds, visual elements, UI components). Process: All AI-generated outputs were reviewed, curated, and edited by me to ensure they fit the game's pixel-neon aesthetic and overall style. Outputs that did not meet quality or style standards were discarded or further edited. Rights & legal compliance: I have taken care to avoid generating content that infringes on existing copyrights or trademarks. No prompts referenced real persons, specific copyrighted characters, or trademarked properties. The final assets are used only within this game and its marketing materials. No live-generated AI is used during gameplay. All AI-generated content was finalized during development and ships as static assets.
Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer.
This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay.
AI-generated images from the Steam store (3D version of the game's 2D creatures)
AI tools were used to generate some images (mostly cards), which were then edited by hand before being included in the game or its marketing.
Some art assets and music in this game were created with the assistance of artificial intelligence.
Only a few images are created by AI first and then edited in Photoshop.
Some of game art and music is basically IA generated and them modified by designers to match some quality standards
Some placeholder art in the market.
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Some visual assets in this game were created with the help of generative AI tools. As a solo developer with a programming background I used AI to generate graphics. This allowed me to develop and present the game despite not having access to a dedicated graphic designer. All AI-generated content has been reviewed and integrated into the game by the developer.
This game contains some AI-generated background artwork in in-game scenes. All AI-generated assets have been manually refined, edited and integrated by our development team to fit the game's art style and narrative design.
I used AI to generate some pictures and sfx sounds.
Generative AI was used during the development process to assist with code training and performance optimization. This application was strictly internal and for development efficiency, and did not directly generate any final game assets (art, sound, or text) that are shipped to players. All player-facing content in the game is originally created by our team.
This game contains certain content generated by artificial intelligence, including: Video Content - Animation clips and memory replay videos created using Seedance AI video generation platform - All AI-generated video materials have undergone human review, editing, and post-processing Music Content - Background music and ambient sound effects composed using Suno AI music generation platform - All AI-generated music materials have undergone human selection, mixing, and copyright verification Copyright Statement - All AI-generated content has obtained legal usage authorization - The game development team holds complete usage and modification rights for these materials - For any copyright concerns, please contact the game's official customer support
Dungeons of Desolation Remastered is based on my original 2012 Xbox Live Indie Games release. The original artwork, music, sound effects, code, game design, story, systems, and overall creative direction were created by me as an individual developer. For this remastered PC version, I have used generative AI tools as part of the development process to assist with asset upscaling/enhancement and with porting/refactoring the original XNA codebase to a modern MonoGame version. AI-assisted work is reviewed, edited, and integrated by me. Generative AI is not used to dynamically generate gameplay, story, dialogue, items, levels, or player-facing content at runtime.
Generative AI tools were used during development for limited asset creation and coding assistance.
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement. AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer. Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
This game utilized AI generation tools for some background images and character portraits.
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
Generative AI was used as a supplemental tool during development to streamline workflows and refining technical documentation. All player-facing content has been manually reviewed and polished.
Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights.
Image and sound assets were generated using paid services from Leonardo.Ai and Gemini.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools. The following content was created with AI assistance: - Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer. - Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion. - Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion. - Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer. The following content was NOT created with AI: - Game design and rules - Music - Final QA and gameplay tuning No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
Our Production Partners: - Engineered by Reupped Technologies LLC - Original Character Design & Creative Direction by Winter Desktops - Animation Production by Kiran Graphix & 3D Studio Winter Panda itself is not AI-generated, AI-powered, or AI-assisted gameplay software. The application functionality, desktop companion systems, and behavioural interactions were manually designed and developed. Some promotional and Steam store marketing materials, including selected artwork and trailers, were partially created or enhanced using generative AI-assisted creative tools.
Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live.
Some visual, audio, or text content in this game was created or supported using generative AI tools during the development process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
断光のウルバスティア Live AI text | 本作では、ゲーム内で生成AIを多分に使用しています | ワイズ万 | - | May 23, 2026 | |
Galaxiwilds Unclear arttext | AI assisted tools were utilized during development to help generate and refine various assets and ideas. All content was reviewed, edited, and integrated by the developer to ensure consistency with the game's design and vision. | Blake Sherwin | - | May 23, 2026 | |
Gobballing In-game content audio | AI was used to create background music | Azatone39 | - | May 23, 2026 | |
Hi-Lo: Card Roguelike arttext | Some store page and in-game artwork (joker icons and event background scenes)
were created using AI image generation tools. All AI-generated content
is reviewed and curated by the developer. Game mechanics, story text, code,
character animations and audio are not
AI-generated. | Emre Şahin | - | May 23, 2026 | |
KRYONULL In-game content artaudio | All images and voices in the game, as well as on the store page, were generated using AI. | NovelkaGames | - | May 23, 2026 | |
Bloomtide Unclear art | Some image may edit with ai. | UVWIO Studio | - | May 23, 2026 | |
江湖藏锋 In-game content arttextcode | This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some 2D visual assets, icons, background concept art, text drafting/localization, and programming support.
All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live generative AI during gameplay. | machi_studio | - | May 23, 2026 | |
Return to Lumia In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and integrated by the development team.
All game design decisions, including gameplay systems, boss mechanics, quests, NPC dialogue, progression, and balancing, were created by the human developers.
AI is not used during gameplay. | hwangso.world | - | May 23, 2026 | |
Heroes' heaven In-game content artaudio | This game use generative AI to setup theming, characters and monsters sprites and sounds to speed-up and fill the gap I don't capable of. After generated they're well test and tune to ensure player can have fun with it. | Majestic Casual Gaming | - | May 23, 2026 | |
Hello Mayor In-game content art | Portions of the artwork in this game were generated using Artificial Intelligence. | JZHL | - | May 23, 2026 | |
Wordrix Store/marketing codeart | Generative Artificial Intelligence was used to assist in the development of this game, including support with aspects of the game's code.
AI tools were also used to create some graphical assets, including selected images used for promotional material and the Steam store page. | Tactical Codeworks | - | May 23, 2026 | |
Deskwaters Dev only code | This is my first project as a solo developer, I used AI to support with some of the backend code and concept generation. | Deskwaters Studios | - | May 23, 2026 | |
Octogun - Idle Store/marketing art | Due to lack of artistic capabilities some raw assets shown in the store page have been generated and manually edited to fit the games purpose (Skill Issue lol)
Most assets have been replaced in a later build | Ivy Leaf | - | May 23, 2026 | |
Crazy Bird Hunt In-game content text | localization for simplified chinese, brasilian portuguese and spanish | Schlexii | - | May 23, 2026 | |
Yummy Yummy Honey Unclear | Some content in this game was created or assisted using generative AI tools. | Gaming Is Dead Studio | - | May 23, 2026 | |
행운의 용사 : 아샤 편 In-game content art | This game features art assets created using generative AI. | 도하니 | - | May 23, 2026 | |
Revenge & Defend In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, including artwork, cinematic sequences, and sound effects. No AI content is generated during gameplay. | Demirel Sia | - | May 23, 2026 | |
Little Master In-game content artaudio | Currently, AI is used to generate some images like character portraits, icons, music. Some will be changed when there is a budget. | Sang Hendrix | - | May 23, 2026 | |
Minefront In-game content textart | We use generative AI tools to assist with the creation and refinement of some pre-generated content, including store page text, translations, marketing copy, and selected promotional/static visual assets. The game does not use generative AI to create content in real time during gameplay. | dark_dani | - | May 23, 2026 | |
Hero Company In-game content arttextcode | This game was developed with AI assistance. Some visual assets, icons, promotional artwork, in-game text content, and portions of the source code were generated or refined using AI tools. Core game design, mechanics balancing, and final creative direction were handled by a human developer. | Pana Pororo | - | May 23, 2026 | |
Coastal Summit Sports: College Athletics 27 Dev only code | This game was developed with the assistance of Generative AI tools which served as a coding co-pilot. The AI was used to assist in writing the simulation logic, database structure, and user interface code during the development phase. All generated code was reviewed, tested, and finalized by the developer. The game does not utilize live Generative AI during gameplay | Coastal Summit Sports | - | May 23, 2026 | |
Eclipse Crown Unclear art | AI was used to create images and animations | Raccoonbucket Games | - | May 23, 2026 | |
Don't Feed the Boss! In-game content artaudiocode | Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted. | Cinderbun | - | May 23, 2026 | |
The Punchbag Machine In-game content art | Specifically:
Tools used: ChatGPT
What was created with AI: Capsule images, library assets, and in-game artwork (backgrounds, visual elements, UI components).
Process: All AI-generated outputs were reviewed, curated, and edited by me to ensure they fit the game's pixel-neon aesthetic and overall style. Outputs that did not meet quality or style standards were discarded or further edited.
Rights & legal compliance: I have taken care to avoid generating content that infringes on existing copyrights or trademarks. No prompts referenced real persons, specific copyrighted characters, or trademarked properties. The final assets are used only within this game and its marketing materials.
No live-generated AI is used during gameplay. All AI-generated content was finalized during development and ships as static assets. | urdentstudios | - | May 23, 2026 | |
Sultan's Decree In-game content art | Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer. | Bellum Pacem Games | - | May 23, 2026 | |
The Tenth Minute In-game content artaudiotext | This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay. | XU S.A Studio | - | May 23, 2026 | |
Call of Toys: Tower Defense Store/marketing art | AI-generated images from the Steam store (3D version of the game's 2D creatures) | Bakart Games - Rômulo | - | May 23, 2026 | |
Crow's Foot In-game content art | AI tools were used to generate some images (mostly cards), which were then edited by hand before being included in the game or its marketing. | Thelix | - | May 23, 2026 | |
大侠博士 In-game content artaudio | Some art assets and music in this game were created with the assistance of artificial intelligence. | 一刀叔 | - | May 23, 2026 | |
Swish Ball Clicker In-game content art | Only a few images are created by AI first and then edited in Photoshop. | Broad Street Indie Games | - | May 23, 2026 | |
Portucale Sword and Subtlety In-game content artaudio | Some of game art and music is basically IA generated and them modified by designers to match some quality standards | Pedro Nuno Lemos | - | May 23, 2026 | |
ROCKS.EXE Unclear art | Some placeholder art in the market. | SpetsTheHollow | - | May 23, 2026 | |
ARB: Alien Races Battle In-game content arttextcode | ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets. | Raphael Tremblay | - | May 23, 2026 | |
Space Fetus Attack Idle Clicker In-game content art | Some visual assets in this game were created with the help of generative AI tools. As a solo developer with a programming background I used AI to generate graphics. This allowed me to develop and present the game despite not having access to a dedicated graphic designer. All AI-generated content has been reviewed and integrated into the game by the developer. | Games of P | - | May 23, 2026 | |
空匣子 In-game content art | This game contains some AI-generated background artwork in in-game scenes.
All AI-generated assets have been manually refined, edited and integrated by our development team to fit the game's art style and narrative design. | 硕大的脚趾 | 125 | May 23, 2026 | |
Rune Caves: Eternal Echo In-game content artaudio | I used AI to generate some pictures and sfx sounds. | Double Blue | - | May 23, 2026 | |
Silk Home: echoes of the forbidden Dev only code | Generative AI was used during the development process to assist with code training and performance optimization. This application was strictly internal and for development efficiency, and did not directly generate any final game assets (art, sound, or text) that are shipped to players. All player-facing content in the game is originally created by our team. | Guanshen Qi | - | May 23, 2026 | |
三生忆梦(Dream Of Three Lives) In-game content artaudio | This game contains certain content generated by artificial intelligence, including:
Video Content
- Animation clips and memory replay videos created using Seedance AI video generation platform
- All AI-generated video materials have undergone human review, editing, and post-processing
Music Content
- Background music and ambient sound effects composed using Suno AI music generation platform
- All AI-generated music materials have undergone human selection, mixing, and copyright verification
Copyright Statement
- All AI-generated content has obtained legal usage authorization
- The game development team holds complete usage and modification rights for these materials
- For any copyright concerns, please contact the game's official customer support | 菜市场工作室 | - | May 23, 2026 | |
Dungeons of Desolation Remastered In-game content artcode | Dungeons of Desolation Remastered is based on my original 2012 Xbox Live Indie Games release. The original artwork, music, sound effects, code, game design, story, systems, and overall creative direction were created by me as an individual developer.
For this remastered PC version, I have used generative AI tools as part of the development process to assist with asset upscaling/enhancement and with porting/refactoring the original XNA codebase to a modern MonoGame version. AI-assisted work is reviewed, edited, and integrated by me.
Generative AI is not used to dynamically generate gameplay, story, dialogue, items, levels, or player-facing content at runtime. | OnlyLuck Games | - | May 23, 2026 | |
Aquasim Dev only artcode | Generative AI tools were used during development for limited asset creation and coding assistance. | Heaven Machine | - | May 23, 2026 | |
Waywardens Dev only artcode | Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services. | Meehnior | - | May 23, 2026 | |
Artificial Dawn In-game content art | This game utilized AI generation tools for some background images and character portraits. | Biryeong | - | May 23, 2026 | |
Forest of Numbers In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | May 23, 2026 | |
Solar Drift Dev only | Generative AI was used as a supplemental tool during development to streamline workflows and refining technical documentation. All player-facing content has been manually reviewed and polished. | Nuktameron | - | May 23, 2026 | |
I HATE SNAKE: Retro Phone Simulator In-game content audio | Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights. | Ivory Games | - | May 23, 2026 | |
AETHER CROWN In-game content artaudio | Image and sound assets were generated using paid services from Leonardo.Ai and Gemini. | DEVPHAN | - | May 23, 2026 | |
Billionaire MAX In-game content codeartaudiotext | Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI. | Bunijia | - | May 23, 2026 | |
Winter Panda Store/marketing art | Our Production Partners:
- Engineered by Reupped Technologies LLC
- Original Character Design & Creative Direction by Winter Desktops
- Animation Production by Kiran Graphix & 3D Studio
Winter Panda itself is not AI-generated, AI-powered, or AI-assisted gameplay software. The application functionality, desktop companion systems, and behavioural interactions were manually designed and developed.
Some promotional and Steam store marketing materials, including selected artwork and trailers, were partially created or enhanced using generative AI-assisted creative tools. | Winter Desktops | - | May 23, 2026 | |
Grid Lands In-game content arttextcode | Grid Lands uses generative AI during development in three areas: some in-game illustrations and icons are produced with AI image-generation tools, some player-facing text (in-game copy and store-page text) is drafted with AI writing assistance, and our developers use AI coding assistants while writing the game. All assets, text, and code are reviewed and refined by our team before release. The game itself does not use generative AI at runtime — no player data is sent to AI services during play, and no in-game content is generated live. | Grid Labs | - | May 23, 2026 | |
Sushi Idle Clicker Unclear artaudiotext | Some visual, audio, or text content in this game was created or supported using generative AI tools during the development process. | Buya Studios | - | May 23, 2026 |