Generative AI was used to create the game's icon and some artwork used in the main menu.
- Creator
- MinE Games
- Reviews
- -
- Added
- Sep 6, 2026
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Generative AI was used to create the game's icon and some artwork used in the main menu.
We used generative AI as an assistive tool to create in-game text and translations, 2D graphics, store images, and code. The game does not generate content with AI while running, and it does not send player input or personal information to AI services.
Some visual assets in the game and its store materials were created with the assistance of generative AI. All AI-assisted content was generated prior to release and curated for use in the final game.
Generative AI is used only for 2D marketing assets and icons.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer. All gameplay, programming, level design, and game logic were created and implemented by the developer.
Take a Joke uses generative AI in a few clearly defined places. Created during development and shipped as fixed files: • Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand. • Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote. • Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped. Generated during play (optional features): • The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs. • The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced. When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play.
To enhance the gaming experience, a very small portion of the video footage, visual effects, and game interface were created with the assistance of artificial intelligence. AI-generated content accounts for less than 1% of the total content. Thank you for your understanding.
AI is used to help with translating the store page and in-game texts.
The game features AI‑versus‑AI gameplay, but you need to provide access information for the general‑purpose AI.This may consume your tokens. Alternatively, you can skip the AI connection, which will not affect your gameplay experience.
Some images are AI-generated. Speech is synthesized using text-to-speech (TTS).
Some art content is IA placeholder.
During the development of this game, Artificial Intelligence (AI) technologies were utilized as supplementary tools to streamline production and enhance the overall player experience. Specifically, AI-assisted systems were employed during the localization process to translate in-game text into multiple languages, ensuring broader accessibility for a global audience. Furthermore, AI tools were utilized to assist in the editing, generation, and refinement of certain in-game materials and visual assets. All AI-assisted content has been carefully reviewed, modified, and integrated by our development team to ensure it meets our quality standards and artistic vision.
Loop Spot is a solo-developed game. Generative AI tools were used to assist with the creation of some visual assets, including UI artwork, logos, and capsule/marketing artwork. These assets were further edited, composited, and refined by me to fit the game’s visual direction and overall artistic vision. The core gameplay, puzzle design, programming, and music were created by me. No generative AI was used to create the game’s music. AI was used as a supporting visual production tool, while the game’s design, creative direction, gameplay, and music are my original work.
Some background art and in-game text was created with AI assistance. All AI-assisted content was specified, reviewed, and edited by the developer. The game does not generate any content with AI during play.
AI-assisted translation was used in the localization of the game text.
Some visual assets, sound effects, and music in Wondernauts were created with the help of generative AI tools during development, then refined, validated, and integrated by the development team. All gameplay logic and game systems are human-authored.
ゲームの背景画像および、ストアページのバナー画像の一部に生成AI(Google Gemini等)を使用しています。
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running. Translations into languages other than English were produced with the help of AI.
A big chunk of the code and art was done using AI.
Generating general in-game scripts Music Level design In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself.
Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
Graphics and marketing material may be AI generated.
Using some AI Generated 3d Props and Images for static content like game props, paintings on wall etc.
Generative artificial intelligence was used to develop the code in this game
AI was used to ensure that all images within the game share a consistent visual style.
Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running.
Generative AI was used during development to assist with the creation of some promotional and marketing materials, including the game's capsule artwork and logo. These materials were reviewed, edited, and finalized by the development team. Generative AI is not used to generate content dynamically during gameplay.
Some icons were created using generative AI.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
Generative AI was used to assist in the creation of some visual and audio assets.
i used some AI made images along with human made art. i may remove them before the full release.
Generative AI tools were used during development to create select in-game announcer voice lines and match audio callouts.]
AI: Art Dialogue Humans: Design Coding Music Creativity
This game uses generative AI to create the following content: - Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models - Music: Suno - Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0) - Text and code: created with the assistance of generative AI All of the above were pre-generated during development. No AI runs at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay.
Some visual assets (character and environment art, store and marketing images) were created or assisted with generative AI tools, then selected and edited by the developer. The game does not use generative AI at runtime.
Some background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay.
Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Generative AI tools were used during development to assist with drafting and editing store-page text and other development-related content. The game does not use generative AI during gameplay, and all AI-assisted content is reviewed and edited by the developer before inclusion.
The developer used generative AI as an assistant during development. AI was also responsible for transcribing the game's texts and translations.
Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer.
Using AI to generate promotional images
Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer. No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
Generative AI was used solely as a support tool for language translation.
Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time).
Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model. The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code.
BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Catch the Octopus In-game content art | Generative AI was used to create the game's icon and some artwork used in the main menu. | MinE Games | - | Sep 6, 2026 | |
Augmented Yut In-game content arttextcode | We used generative AI as an assistive tool to create in-game text and translations, 2D graphics, store images, and code. The game does not generate content with AI while running, and it does not send player input or personal information to AI services. | Ausuruk Games | 91 | Sep 6, 2026 | |
Apparently an Apprentice Alchemist In-game content art | Some visual assets in the game and its store materials were created with the assistance of generative AI. All AI-assisted content was generated prior to release and curated for use in the final game. | Chamchi Gimbap Games | - | Sep 6, 2026 | |
Desktop Fighter In-game content art | Generative AI is used only for 2D marketing assets and icons. | KiraKami Games | - | Sep 6, 2026 | |
Astrolander Dev only artcode | Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay. | SpaghetGames | - | Sep 6, 2026 | |
Hill Highway In-game content art | Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer.
All gameplay, programming, level design, and game logic were created and implemented by the developer. | Geet | - | Sep 6, 2026 | |
Take A Joke Live AI artaudiotext | Take a Joke uses generative AI in a few clearly defined places.
Created during development and shipped as fixed files:
• Artwork — the game's logo, icon, and character avatars were created using AI image-generation tools, then selected, edited, and assembled by hand.
• Narrator voice — the spoken introduction is a synthesized voice performance created with ElevenLabs, reading a script we wrote.
• Cards — the great majority of the prompt and answer deck was written by hand. A small number of cards were drafted with AI assistance. Every card in the game was read and approved by a person before it shipped.
Generated during play (optional features):
• The narrator occasionally reacts to what is happening in a round. The lines come from a fixed, human-written library; a player's name is inserted and the line is voiced with ElevenLabs.
• The optional end-of-game awards ceremony writes a short, custom awards show about the game you just played — the award titles and descriptions are AI-written from that game's results, then voiced.
When those optional features are on, the game sends player nicknames and submitted answers to the services that generate them. With them off, nothing is generated while you play. | AppRevolt LLC | - | Sep 6, 2026 | |
Studio Zero In-game content art | To enhance the gaming experience, a very small portion of the video footage, visual effects, and game interface were created with the assistance of artificial intelligence. AI-generated content accounts for less than 1% of the total content. Thank you for your understanding. | Plot18 | - | Sep 6, 2026 | |
Department 98 In-game content text | AI is used to help with translating the store page and in-game texts. | Sven Schäfer | - | Sep 6, 2026 | |
赌狗牌 general | The game features AI‑versus‑AI gameplay, but you need to provide access information for the general‑purpose AI.This may consume your tokens. Alternatively, you can skip the AI connection, which will not affect your gameplay experience. | shikongmengyounpc | - | Sep 6, 2026 | |
知秋~英语日语单词背诵学习陪伴桌宠~ In-game content artaudio | Some images are AI-generated. Speech is synthesized using text-to-speech (TTS). | 无水硫酸铜 | - | Sep 6, 2026 | |
Game Dev Empire In-game content art | Some art content is IA placeholder. | Honeylantern Games | - | Sep 6, 2026 | |
Bakery Simulator In-game content textart | During the development of this game, Artificial Intelligence (AI) technologies were utilized as supplementary tools to streamline production and enhance the overall player experience. Specifically, AI-assisted systems were employed during the localization process to translate in-game text into multiple languages, ensuring broader accessibility for a global audience. Furthermore, AI tools were utilized to assist in the editing, generation, and refinement of certain in-game materials and visual assets. All AI-assisted content has been carefully reviewed, modified, and integrated by our development team to ensure it meets our quality standards and artistic vision. | Ripen Games Team | - | Sep 6, 2026 | |
Loop Spot Store/marketing art | Loop Spot is a solo-developed game. Generative AI tools were used to assist with the creation of some visual assets, including UI artwork, logos, and capsule/marketing artwork. These assets were further edited, composited, and refined by me to fit the game’s visual direction and overall artistic vision.
The core gameplay, puzzle design, programming, and music were created by me. No generative AI was used to create the game’s music.
AI was used as a supporting visual production tool, while the game’s design, creative direction, gameplay, and music are my original work. | Solus Games | - | Sep 6, 2026 | |
Moon Basketball In-game content arttext | Some background art and in-game text was created with AI assistance. All AI-assisted content was specified, reviewed, and edited by the developer. The game does not generate any content with AI during play. | ZenChild | - | Sep 6, 2026 | |
Bullets and Mods In-game content text | AI-assisted translation was used in the localization of the game text. | YYYANG | - | Sep 6, 2026 | |
Wondernauts In-game content artaudio | Some visual assets, sound effects, and music in Wondernauts were created with the help of generative AI tools during development, then refined, validated, and integrated by the development team. All gameplay logic and game systems are human-authored. | Harmonic Engine | - | Sep 6, 2026 | |
merchant GAME art | ゲームの背景画像および、ストアページのバナー画像の一部に生成AI(Google Gemini等)を使用しています。 | NbSk | - | Sep 5, 2026 | |
Valley of Stability In-game content arttext | Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running. Translations into languages other than English were produced with the help of AI. | Filip Pancik | - | Sep 5, 2026 | |
Spike Trigger Unclear artcode | A big chunk of the code and art was done using AI. | Seatoad LLC | - | Sep 5, 2026 | |
GUN GOTHICA In-game content textaudio | Generating general in-game scripts
Music
Level design
In general, the developer uses AI to create like a cubes; ultimately, they decide where to place each cube to build a castle—or, in this case, the video game itself. | GERMAN CANTU | - | Sep 5, 2026 | |
The Last Roll In-game content artaudiotext | Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game. | Aspiro Games | - | Sep 5, 2026 | |
Fragments of Chaos Store/marketing art | Graphics and marketing material may be AI generated. | Big Cheez-it | - | Sep 5, 2026 | |
Rahasya: The Curse of Ooty In-game content art | Using some AI Generated 3d Props and Images for static content like game props, paintings on wall etc. | Abhay | - | Sep 5, 2026 | |
Rico Rite Dev only code | Generative artificial intelligence was used to develop the code in this game | Wenxuan Su | - | Sep 5, 2026 | |
Brush duel In-game content art | AI was used to ensure that all images within the game share a consistent visual style. | Goltech | - | Sep 5, 2026 | |
Night Shift: Anomaly In-game content art | Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay. | VLight Studio | - | Sep 4, 2026 | |
Hold the Dawn In-game content art | Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited. | YogurtGames | - | Sep 4, 2026 | |
Happy Happy Little Shop In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running. | NerveSingerStudio | - | Sep 4, 2026 | |
MAGNET Store/marketing art | Generative AI was used during development to assist with the creation of some promotional and marketing materials, including the game's capsule artwork and logo. These materials were reviewed, edited, and finalized by the development team. Generative AI is not used to generate content dynamically during gameplay. | Caen Studio | - | Sep 4, 2026 | |
SPEED: 8.X In-game content art | Some icons were created using generative AI. | petitmonte | - | Sep 4, 2026 | |
Forms of War In-game content artcode | Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running. | Ooh Games | - | Sep 4, 2026 | |
Cat's Fish Stall In-game content artaudio | Generative AI was used to assist in the creation of some visual and audio assets. | Indie Bronze Hammer | - | Sep 4, 2026 | |
IT THINKS! Unclear art | i used some AI made images along with human made art. i may remove them before the full release. | Catchy | - | Sep 4, 2026 | |
NIRQALA In-game content audio | Generative AI tools were used during development to create select in-game announcer voice lines and match audio callouts.] | Nirqala Games | - | Sep 4, 2026 | |
Slap the Gamer Unclear arttext | AI:
Art
Dialogue
Humans:
Design
Coding
Music
Creativity | Slap The Gamer Interactive Studios | - | Sep 4, 2026 | |
百目質店 - Hyakume Pawnshop In-game content artaudiotextcode | This game uses generative AI to create the following content:
- Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models
- Music: Suno
- Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0)
- Text and code: created with the assistance of generative AI
All of the above were pre-generated during development. No AI runs at runtime. | SONTAQ works | - | Sep 4, 2026 | |
Lairs & Lordships In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay. | GAG Games | - | Sep 4, 2026 | |
Dead Dine In-game content art | Some visual assets (character and environment art, store and marketing images) were created or assisted with generative AI tools, then selected and edited by the developer. The game does not use generative AI at runtime. | Mobilord | - | Sep 4, 2026 | |
Primal Heir: The Mortal Realm In-game content audio | Some background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay. | Animus | - | Sep 4, 2026 | |
Byte Bistro Store/marketing textcode | Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Sep 4, 2026 | |
Post Show Cleanup Store/marketing text | Generative AI tools were used during development to assist with drafting and editing store-page text and other development-related content. The game does not use generative AI during gameplay, and all AI-assisted content is reviewed and edited by the developer before inclusion. | Bantastic Games | - | Sep 4, 2026 | |
Keep It Farming In-game content text | The developer used generative AI as an assistant during development. AI was also responsible for transcribing the game's texts and translations. | MapxStudios | - | Sep 4, 2026 | |
Idle Plinko In-game content art | Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer. | miguel | - | Sep 4, 2026 | |
无人放置 Store/marketing art | Using AI to generate promotional images | ELEES Studio | - | Sep 4, 2026 | |
HadalLine In-game content text | Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay. | Ebi Odore | - | Sep 4, 2026 | |
Pirate Treasure: Tidy Up! In-game content text | Generative AI was used solely as a support tool for language translation. | Bricchi Games | - | Sep 4, 2026 | |
The Archive Project In-game content art | Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time). | Itchys | - | Sep 4, 2026 | |
The Hobo Dev In-game content audiotext | Suno (commercial rights) was used to generate the game's music and the hobo's spoken lines, then hand-selected and edited to match the tone of the game. The translated dialogues were produced with the assistance of a language model.
The game's design and direction are entirely my own. All visuals are generated procedurally by the game's own code. | Fromont Gaming | - | Sep 4, 2026 | |
BOOKED In-game content arttext | BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game. | TheHiddenRedPanda | - | Sep 4, 2026 |