Some 3D models and sound effects in this game were created using generative AI tools.
- Creator
- Madman's Cheese
- Reviews
- 159
- Added
- Sep 22, 2026
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Some 3D models and sound effects in this game were created using generative AI tools.
AI was used to help generate the store page capsule and background artwork. The visuals are procedurally constructed vector graphics built with AI-assisted code, not raster images from an image-generation model. The wordmark and color palette were designed by the developer.
Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author.
Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key.
We use AI tools to assist with creating promotional materials and translations.
Machine translation programs have been used for translations into the various languages, except for Spanish and English.
Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service.
We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style.
Some of the icons and UI assets in the game are created with the assistance of AI tools.
Translations were made with the help of AI tools and reviewed.
Used for sound, translation, and some icons
The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music.
The music for this game has been created with AI through serious prompting and critical listening. Want to donate your own electric swing music to this game? Contact us on Discord :)
Help in creating images
Help in creating images
Help in creating images
Help in creating images
All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation.
The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons.
This game's code and music were developed with the assistance of generative AI tools.
Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Google Gemini, Google Antigravity, Pixellab services/tools are used during development process.
FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running.
Generative AI was used during development to create some of the game’s images and sprites.
a part of icon art generate by ai
AI were used to assist with programming, asset creation, and text preparation.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services.
We want to be transparent about our use of AI. AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources. We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
AI-generated images are used for the main menu background and loading screens. No other in-game content is AI-generated.
Background images cleaned up
Some scenes cleaned up
AI tools were primarily used as assistance during the coding and development process. Additionally, AI was used to a very limited extent for a small number of 2D visual assets within the game.
Some artistic assets in this game (including scene materials, item icons, visual effects, etc.) are created with the assistance of generative AI technology. All AI-generated content has been manually screened, adjusted, and reviewed for compliance by the development team to meet relevant regulations and platform policies.
Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus. I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Pre-rendered art, sound effects, music
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services.
The capsule assets and concept art for the game were generated with the assistance of AI tools.
Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
Some is KI generated
Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime).
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A Weird Game About Sausage In-game content artaudio | Some 3D models and sound effects in this game were created using generative AI tools. | Madman's Cheese | 159 | Sep 22, 2026 | |
Missing Link Store/marketing artcode | AI was used to help generate the store page capsule and background artwork. The visuals are procedurally constructed vector graphics built with AI-assisted code, not raster images from an image-generation model. The wordmark and color palette were designed by the developer. | Randy Dyer | - | Sep 22, 2026 | |
THE BOY'S WORD In-game content art | Part of the game's visual content (location backgrounds and some animated CG scenes) was created using generative neural networks based on references and artistic descriptions developed by the author. | featherbyte | - | Sep 22, 2026 | |
Voxitect Store/marketing art | Some of Voxitect's promotional artwork was created with the assistance of generative AI image tools. The game itself contains no generative AI: it generates nothing at runtime, sends nothing to any AI service, and requires no AI account or API key. | Voxitect | - | Sep 22, 2026 | |
Popup Clicker In-game content arttext | We use AI tools to assist with creating promotional materials and translations. | LOG51 | - | Sep 21, 2026 | |
Looterkeeper: Tidy up the loot In-game content text | Machine translation programs have been used for translations into the various languages, except for Spanish and English. | Tortita Studio | - | Sep 21, 2026 | |
Idle Miner Dev only code | Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service. | SneakFox | - | Sep 21, 2026 | |
HOLD THE COOP! In-game content artaudiotext | We used AI tools to speed up parts of our creative workflow, including artwork, music, text, and translations. Our creative vision guided the process, and we selected and refined the visuals to match Hold the Coop!’s cartoon style. | Tiny Pause | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
Room Movers In-game content text | Translations were made with the help of AI tools and reviewed. | Ozy Cozy Games | - | Sep 21, 2026 | |
Meteors Are Art In-game content audiotextart | Used for sound, translation, and some icons | BaboQuest | - | Sep 21, 2026 | |
Word Link In-game content text | The word catalog (word lists, definitions, hints, fun facts and emoji clues) was drafted with the help of AI tools and then reviewed and edited by the developers. No AI-generated content is created at runtime, and the game contains no AI-generated art, voice, or music. | Brain Boost Ninja | - | Sep 21, 2026 | |
OFF you GO! In-game content audio | The music for this game has been created with AI through serious prompting and critical listening.
Want to donate your own electric swing music to this game? Contact us on Discord :) | Kasper Fischer Topp | - | Sep 21, 2026 | |
Puzzle Mollusks Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Beetles Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Scorpions Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Puzzle Butterflies Unclear art | Help in creating images | IR Studio | - | Sep 21, 2026 | |
Westward Dash In-game content artaudiotextcode | All 2D artwork (characters, board, keeper portraits, medals, and store assets) was created with generative AI tools under the developer's direction and curation. The pipa melody was performed and recorded live by a human musician (the developer's wife); the surrounding arrangement was AI-assisted. Game design, writing, and code are human-authored with AI assistance. Localization into 17 languages was AI-assisted with human review. The game contains no live/runtime AI generation. | Mars Paladin | - | Sep 21, 2026 | |
Obey the Beat In-game content audioart | The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons. | Bekho Team | - | Sep 21, 2026 | |
Peagle XP Dev only code | This game's code and music were developed with the assistance of generative AI tools. | Roulianos | - | Sep 21, 2026 | |
LUCKY BLOCK Dev only code | Artificial intelligence was used as a productivity tool during the development phase to program the mathematical balance, optimize the interface code, and structure the underlying data tables. The entire final gameplay, design, and logic were controlled by humans. The game does not contain any live AI content generated during gameplay. | DIRECTOR`S CUT | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Pawmlet - Wheat Farm Dev only | Google Gemini, Google Antigravity, Pixellab services/tools are used during development process. | Deving Devs LLC | - | Sep 19, 2026 | |
FishyFox In-game content art | FishyFox includes pre-generated visual assets created with the assistance of generative AI tools. These assets were selected, edited, refined, composited, and integrated by the developer. No content is generated by AI while the game is running. | Arthur Richardson | - | Sep 19, 2026 | |
Arcane Commander: Overdrive In-game content art | Generative AI was used during development to create some of the game’s images and sprites. | Keph Labs | - | Sep 19, 2026 | |
One duck too many In-game content art | a part of icon art generate by ai | Nelson chui | - | Sep 19, 2026 | |
Between Cats Unclear codearttext | AI were used to assist with programming, asset creation, and text preparation. | Maymaybe | - | Sep 19, 2026 | |
ZOO PANIC In-game content arttext | Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game. | SGC-gamedev | - | Sep 19, 2026 | |
Tidy Up the Flower Shop In-game content artaudiotext | We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Sep 19, 2026 | |
AVALANCHE Store/marketing art | Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services. | SGGame | - | Sep 19, 2026 | |
Game Keeper: Somebody Messed Up My Shop! In-game content artaudio | We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process. | VeinStudios | - | Sep 19, 2026 | |
Dude, Trust Me In-game content art | AI-generated images are used for the main menu background and loading screens. No other in-game content is AI-generated. | Sefik Studios | - | Sep 19, 2026 | |
Halloween: Trick or Treat Unclear art | Background images cleaned up | Casual Arts | - | Sep 19, 2026 | |
Vacation Adventures: Cruise Director Mega Bundle Unclear art | Some scenes cleaned up | Casual Arts | - | Sep 19, 2026 | |
Back To School In-game content artcode | AI tools were primarily used as assistance during the coding and development process. Additionally, AI was used to a very limited extent for a small number of 2D visual assets within the game. | Zozy Game Studio | - | Sep 19, 2026 | |
MarbleGo In-game content art | Some artistic assets in this game (including scene materials, item icons, visual effects, etc.) are created with the assistance of generative AI technology. All AI-generated content has been manually screened, adjusted, and reviewed for compliance by the development team to meet relevant regulations and platform policies. | FF | - | Sep 19, 2026 | |
Puzzle Arcade Pals In-game content art | Gemini was used to create two backgrounds that I later blurred and two non-blurred backgrounds for the game's menus.
I'm a one-person developer. That means I do everything; and some of it I'm just bad at. I use AI as a tool to cover the gaps: the tasks I hate, the stuff I'd waste hours on just to replace later. The tools don't make the art. Every idea and decision, everything that made it into this game came from me. | ERMedia | - | Sep 19, 2026 | |
Sort Them Cats In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | Deneysel Games | - | Sep 18, 2026 | |
Russpuppy Play & Learn artaudio | Pre-rendered art, sound effects, music | russpuppy | - | Sep 18, 2026 | |
Open Late In-game content artaudio | Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime. | Legion Forge | - | Sep 18, 2026 | |
套圈圈模拟器 In-game content artaudio | Some artwork, character voice lines and store promotional assets were created with generative AI during development and are supplied as fixed, pre-generated content. The game does not generate AI content during play or connect to external AI services. | shanjianyeren | - | Sep 18, 2026 | |
Conquest Craft Store/marketing art | The capsule assets and concept art for the game were generated with the assistance of AI tools. | TAHT | - | Sep 18, 2026 | |
Guardian Beast In-game content arttext | Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running. | Takahiro Yonemura | - | Sep 18, 2026 | |
BoomFish In-game content arttext | This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. | EmberSheep game | - | Sep 18, 2026 | |
Where's WigglyJiggly Dev only code | Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play. | CurlyGames | - | Sep 18, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
67 Unclear | Some is KI generated | hutm4nn | - | Sep 18, 2026 | |
Planet Escape Idle In-game content textaudio | Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime). | SenseiBeaconMedia | - | Sep 18, 2026 | |
Dinosaur Quiz Trivia - Prehistoric Brain Challenge In-game content textart | Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets. | Cray8eve Games | - | Sep 18, 2026 | |
Dice Poker In-game content audioart | This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer. | DR Games | - | Sep 18, 2026 |