AI was used for localization and some visuals.
- Creator
- Chornozem Labs
- Reviews
- -
- Added
- Aug 17, 2026
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AI was used for localization and some visuals.
Game voice acting and image
Generative AI tools were used during development to assist with the creation of some voice-over content, images, and written content. All AI-assisted content was generated and reviewed by the developer before being included in the game or its promotional materials. No generative AI is used during gameplay.
Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game. AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result. Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
Generative AI is used solely as a development tool for texture design ideas and for code review and performance optimization.
The images on the store page are created using AI
Some visual assets in this game, including character designs, were initially generated using AI image tools and subsequently refined and adapted by the developer. All AI-generated visual assets (character designs, icons, screenshots/trailer materials, etc.) are being fully replaced with hand-crafted or licensed content.
Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game.
The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay.
Generative AI tools were used to assist in creating 3D models during development
The majority of the game's programming was done by AI. For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages. However, no AI is used whatsoever for the illustrations or UI.
Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay.
Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers.
The game uses AI For variety, and also installation of gaming. It is creation tool, I boss around.
Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay.
music
Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code.
Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game.
Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team.
Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style. Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary.
Some videos are produced with artificial intelligence.
Some 3D models and assets used in the game were created with the assistance of generative AI tools, then adapted, modified, and integrated into the game during development.
I used AI to help create player models
RUSTCAN includes an optional live-generated AI guide called the Gnome. Players can ask the Gnome questions about gameplay, controls, progression, and the in-game world. The Gnome generates text responses at runtime through a server-side AI service. Responses may be inaccurate and are provided for entertainment and gameplay guidance only. The Gnome does not provide professional, financial, medical, or legal advice. Players access the feature after signing in, entering Hollow Pines, and selecting Ask the Gnome or speaking with the Gnome in town. Requests require an authenticated RUSTCAN account and server-side application verification. Requests are rate-limited and monitored. Server-side input moderation blocks or flags severe illegal, exploitative, violent, self-harm, and other prohibited requests. Generated replies are sanitized before display, and fallback responses are used when the AI service fails or produces no usable response. Players can report problems through the in-game bug/report tools.
AI-generated art object
Generative Al was used only to assist in creating two small decorative images displayed in picture frames in the game. All other game content, including the story, dialogue, gameplay, environments, assets, artwork, and promotional materials, was created by TommyXplore."
Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running.
AI tools were used during development to assist with concept art, visual references, and certain promotional assets. All gameplay systems, mechanics, and core design were created and implemented by the development team. AI was used strictly as a supportive tool and does not directly control gameplay or player experience.
Generative AI tools were used during development to assist in the creation of certain visual and audio assets. This includes some concept art, textures, UI elements, loading screens, promotional artwork, graphical assets, music, and sound effects. AI-assisted content may be edited, modified, retouched, mixed, or otherwise integrated by the development team before being included in the game or promotional materials. Generative AI is not used to dynamically generate content during gameplay.
AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content.
It has been used in the store page images.
Some images and audio were generated using AI technology.
Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
Some of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love).
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
As independent developers, we used some AI-generated art assets to complete the game content. Thank you for your understanding and support!
Some image and texture assets in this game were created with generative AI tools.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer
Generative AI used for game box art, 3d modelling and vibe coding assistance.
All of the in-game voice-overs were created using AI.
I am a solo indie developer and programmer. Some of the 2D graphics in the game and its store materials were created with the assistance of generative AI, then reviewed, edited, and integrated by me. No generative AI is used during gameplay.
Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play.
Wizard Disaster was made by a solo developer, using generative AI tools as part of the production pipeline. Art. Character, boss and background artwork, and the source frames the animations are built from, were produced with generative image and video tools. Everything was then cut, keyed, aligned, retimed and composited by hand into the sheets the game actually plays. The generated output is the raw material, not the finished asset. Concept passes were made the same way. Audio. The music and most of the sound effects were generated with Suno, then trimmed, pitched, levelled and fitted to the length of the action each one accompanies. Not all of the audio is generated: a number of the effects are synthesised procedurally in code from a 1930s orchestra-pit palette, and the wizard's own voice (his cries and shouts) are human recordings. Code. Generative AI was used as a programming assistant during development, and to build and run the automated test harnesses that measure boss pacing, damage output and medal times. Those harnesses are development-only tooling and are not part of the shipped game. The game contains no live-generated AI content. Nothing is generated while you play, and the game makes no network or AI service calls at runtime.
Steam Store Page Capsule Images are Created by AI.
Some of the music in this game was created using generative AI tools. All other content — art, animation, writing and design — is made without generative AI.
Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Orkoriz In-game content textart | AI was used for localization and some visuals. | Chornozem Labs | - | Aug 17, 2026 | |
HITLER WAIFU 2 In-game content audioart | Game voice acting and image | Who We Are Games | - | Aug 17, 2026 | |
Grand Snow Rider In-game content audioarttext | Generative AI tools were used during development to assist with the creation of some voice-over content, images, and written content. All AI-assisted content was generated and reviewed by the developer before being included in the game or its promotional materials. No generative AI is used during gameplay. | DASH | - | Aug 16, 2026 | |
Moonhollow In-game content artaudio | Generative AI tools were used as part of the development workflow for selected visual and audio asset refinement and production. All final content is reviewed and edited by the developer. No generative AI is used during gameplay. | Questfinity | - | Aug 16, 2026 | |
Plum In-game content arttext | Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future. | Mad Arena Games | - | Aug 16, 2026 | |
Dungeons of Destiny In-game content artcode | Generative AI is used solely as a development tool for texture design ideas and for code review and performance optimization. | NoFishGames | - | Aug 16, 2026 | |
The Underlayer Store/marketing art | The images on the store page are created using AI | Real Pixel Game | - | Aug 16, 2026 | |
KKUL-TTEOK! art | Some visual assets in this game, including character designs, were initially
generated using AI image tools and subsequently refined and adapted by the developer.
All AI-generated visual assets (character designs, icons, screenshots/trailer materials,
etc.) are being fully replaced with hand-crafted or licensed content. | YOUNGJUN0316 | - | Aug 16, 2026 | |
Zero Viewers In-game content artaudio | Generative AI tools were used during development to assist with debugging code, audio production, and the creation of some item and UI illustrations. AI-generated or AI-assisted content was reviewed and edited by the development team before being included in the final game. | Monya Studio | - | Aug 16, 2026 | |
舍 In-game content artaudio | The visual art in this game is primarily AI-generated. 3D models, textures, concept art, and UI art, along with the artwork used on this store page, were created with the assistance of generative AI tools, as were the game's sound effects. All AI-assisted assets were reviewed, edited, and approved by our team before use. Our trailers consist of actual in-game footage. The game does not generate any content in real time — there is no live AI generation of dialogue, voice, art, or any other content during gameplay. | Kick Rooster Game Studio | - | Aug 16, 2026 | |
Driving After Work : Cafe Guilt Dev only art | Generative AI tools were used to assist in creating 3D models during development | DH | - | Aug 16, 2026 | |
Anomaly Logistics In-game content text | The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI. | 趣味san | - | Aug 16, 2026 | |
Iron Assault Store/marketing codeart | Generative tools were used during development to assist with portions of the game's source code and to create or refine some visual assets and promotional artwork. All included content was reviewed and edited by the developer. The game does not generate content during gameplay. | Jinfeng Cai | - | Aug 16, 2026 | |
Seleto's in Puzzle Land In-game content art | Some images and graphic elements used in the game were created with the assistance of generative artificial intelligence tools. These assets were subsequently selected, edited, and integrated into the game by the developers. | Seleto Ronister Productions | - | Aug 16, 2026 | |
Arcane Beyond Unclear | The game uses AI For variety, and also installation of gaming. It is creation tool, I boss around. | Ahmad Osman Othman | - | Aug 16, 2026 | |
Christmas Night: Brothers Store/marketing art | Some visual assets and promotional images were created with generative AI tools and later reviewed, modified, and integrated by the developer. No generative AI content is created during gameplay. | Lerove Studios | - | Aug 16, 2026 | |
happy goose friends Unclear audio | music | not goose | - | Aug 14, 2026 | |
Corporate Slave In-game content artcode | Generative AI was used during development to assist with logos, graphical assets, and portions of the game’s code. | ATK-Play | - | Aug 14, 2026 | |
Tiny Knight and the Corrupted Crystal In-game content audio | Tiny Knight and the Corrupted Crystal uses AI-generated music. All background music tracks were created with Suno, then edited, and mixed by the developer before being placed in the game. | BlackBreeze Studios | - | Aug 14, 2026 | |
zombie town Store/marketing textart | Portions of the text and visual materials on this Steam store page were partially generated with AI tools. All AI-generated content has been fully reviewed, edited and polished by our development team. | SHIPGame | - | Aug 14, 2026 | |
Lying Thieves: Amsterdam In-game content artaudio | Generative AI was used during development to assist with the creation of 2D concept art and background textures. The loading screen video is also made with generative AI. All final assets were manually edited and (if necessary) refined by the developer to match the game's art style.
Voice lines for the characters were generated using AI voice tools based on licensed models. The scripts were entirely written by humans, and the generated audio was manually edited where necessary. | Sitix | - | Aug 14, 2026 | |
Yozgat City Survival Store/marketing art | Some videos are produced with artificial intelligence. | AlibazGame | - | Aug 14, 2026 | |
LOUGAWOU In-game content art | Some 3D models and assets used in the game were created with the assistance of generative AI tools, then adapted, modified, and integrated into the game during development. | Lakay Games | - | Aug 14, 2026 | |
Terrible Forest Management In-game content art | I used AI to help create player models | SwampMeister Games | - | Aug 14, 2026 | |
RUSTCAN Live AI text | RUSTCAN includes an optional live-generated AI guide called the Gnome. Players can ask the Gnome questions about gameplay, controls, progression, and the in-game world. The Gnome generates text responses at runtime through a server-side AI service.
Responses may be inaccurate and are provided for entertainment and gameplay guidance only. The Gnome does not provide professional, financial, medical, or legal advice.
Players access the feature after signing in, entering Hollow Pines, and selecting Ask the Gnome or speaking with the Gnome in town.
Requests require an authenticated RUSTCAN account and server-side application verification. Requests are rate-limited and monitored. Server-side input moderation blocks or flags severe illegal, exploitative, violent, self-harm, and other prohibited requests.
Generated replies are sanitized before display, and fallback responses are used when the AI service fails or produces no usable response. Players can report problems through the in-game bug/report tools. | RustCan LLC | - | Aug 14, 2026 | |
Escape Together: Prison Break In-game content art | AI-generated art object | Among Super-Eaters | - | Aug 14, 2026 | |
Cases of the Past: Episode 0 - The Mysterious Neighbor In-game content art | Generative Al was used only to assist in creating two small decorative images displayed in picture frames in the game. All other game content, including the story, dialogue, gameplay, environments, assets, artwork, and promotional materials, was created by TommyXplore." | TommyXplore | - | Aug 14, 2026 | |
Bunnyhop In-game content artaudio | Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running. | Oddbrd | - | Aug 14, 2026 | |
Redline Contract In-game content art | AI tools were used during development to assist with concept art, visual references, and certain promotional assets. All gameplay systems, mechanics, and core design were created and implemented by the development team.
AI was used strictly as a supportive tool and does not directly control gameplay or player experience. | Myth Studio | - | Aug 14, 2026 | |
Velmora Online In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain visual and audio assets. This includes some concept art, textures, UI elements, loading screens, promotional artwork, graphical assets, music, and sound effects.
AI-assisted content may be edited, modified, retouched, mixed, or otherwise integrated by the development team before being included in the game or promotional materials.
Generative AI is not used to dynamically generate content during gameplay. | Beledrian | - | Aug 14, 2026 | |
BitBeasts In-game content audio | AI was used only to generate the music and sound effects for BitBeasts. No AI was used to generate the game's visual assets, gameplay systems, code, or other core game content. | Fellor | - | Aug 13, 2026 | |
Chained Parkour Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 13, 2026 | |
竹知了 In-game content artaudio | Some images and audio were generated using AI technology. | 竹知了 | - | Aug 13, 2026 | |
SoulForged: Ashborn In-game content artaudiotext | Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime. | Rockinforged | - | Aug 13, 2026 | |
Cartoon Crime In-game content arttext | Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay. | BuBa Games | - | Aug 13, 2026 | |
Guns & Gargoyles In-game content art | Some of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love). | Team Ruphi | - | Aug 13, 2026 | |
TIDE OR HIDE Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | FIVE DUCK GAMES | - | Aug 13, 2026 | |
BreathBound In-game content art | As independent developers, we used some AI-generated art assets to complete the game content. Thank you for your understanding and support! | SanShineStudios | - | Aug 13, 2026 | |
GALLERY OF LIES In-game content art | Some image and texture assets in this game were created with generative AI tools. | kimuchi | - | Aug 13, 2026 | |
Robinson: Survival In-game content arttext | Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game. | Digital Fresh | - | Aug 13, 2026 | |
Kamenkik and Friends In-game content art | Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay. | Kamencic Games | - | Aug 13, 2026 | |
Archibaldo: Invitation to Darkness In-game content art | Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer | Peludo Games | - | Aug 13, 2026 | |
Nocto And The Ray Of Light Store/marketing artcode | Generative AI used for game box art, 3d modelling and vibe coding assistance. | Spacefarer Retro Remasters LLC | - | Aug 12, 2026 | |
Sword & Shield Simulator In-game content audio | All of the in-game voice-overs were created using AI. | Wildlands Interactive | 53 | Aug 11, 2026 | |
AFTER SILENCE Store/marketing art | I am a solo indie developer and programmer. Some of the 2D graphics in the game and its store materials were created with the assistance of generative AI, then reviewed, edited, and integrated by me. No generative AI is used during gameplay. | Elmiva Games | - | Aug 11, 2026 | |
OPEN UP, MICHAEL! In-game content arttext | Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play. | LetsAdventurePlay | - | Aug 11, 2026 | |
Wizard Disaster In-game content artaudiocode | Wizard Disaster was made by a solo developer, using generative AI tools as part of the production pipeline.
Art. Character, boss and background artwork, and the source frames the animations are built from, were produced with generative image and video tools. Everything was then cut, keyed, aligned, retimed and composited by hand into the sheets the game actually plays. The generated output is the raw material, not the finished asset. Concept passes were made the same way.
Audio. The music and most of the sound effects were generated with Suno, then trimmed, pitched, levelled and fitted to the length of the action each one accompanies. Not all of the audio is generated: a number of the effects are synthesised procedurally in code from a 1930s orchestra-pit palette, and the wizard's own voice (his cries and shouts) are human recordings.
Code. Generative AI was used as a programming assistant during development, and to build and run the automated test harnesses that measure boss pacing, damage output and medal times. Those harnesses are development-only tooling and are not part of the shipped game.
The game contains no live-generated AI content. Nothing is generated while you play, and the game makes no network or AI service calls at runtime. | Slimboy M. | - | Aug 11, 2026 | |
Lord of the Grind Store/marketing art | Steam Store Page Capsule Images are Created by AI. | Musa GUNGOR | - | Aug 11, 2026 | |
SAMBIRD In-game content audio | Some of the music in this game was created using generative AI tools. All other content — art, animation, writing and design — is made without generative AI. | Sbarb | - | Aug 11, 2026 | |
Starwreck Reclaimer In-game content artcode | Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services. | Starwreck Studio | - | Aug 11, 2026 |