Generative AI was used in the development of this game for coding, artwork creation, and localization.
- Creator
- Studio SHIRANUI
- Reviews
- -
- Added
- Jul 25, 2026
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Generative AI was used in the development of this game for coding, artwork creation, and localization.
This game uses generative artificial intelligence tools during development to assist in the creation of some game content, including certain visual assets, icons, and promotional materials. All AI-generated content has been reviewed, modified, and refined by the development team, and integrated with human-created content to ensure that the final presentation meets the game's overall artistic direction and quality standards.
Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect players to any live AI service.
Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for: • Store assets — capsule, header, and marketing images. • In-game illustrations — chapter cutscene art and non-interactive background/scene imagery. • Achievement icons. All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI. The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service. The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license.
The quiz content (questions, answer choices, and explanations) was authored with the assistance of large language models, then validated by automated checks (every citation resolves against the canonical text) and human review passes. The scripture text itself is NOT AI-generated — it is the public-domain JPS 1917 translation sourced from Sefaria.org. Decorative chapter art and store capsule art were produced by our own procedural generation scripts with AI-assisted design; store copy was written with AI assistance and human-edited. The game contains no live/runtime AI generation.
AI has been used during the development of Blokkit to accelerate the process of writing code, creating some assets for the store page, and for writing translations into 7 different languages,
Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services.
استُخدمت أدوات الذكاء الاصطناعي أثناء التطوير للمساعدة في كتابة أجزاء من كود اللعبة وبعض النصوص داخلها، مثل التلميحات ورسائل الواجهة، وكذلك في إنشاء بعض النماذج ثلاثية الأبعاد والخامات (التكستشر). جميع المحتوى المُنجز بمساعدة الذكاء الاصطناعي تمت مراجعته وتعديله واعتماده من المطوّر. قصة اللعبة وتصميمها وإخراجها من صنع الإنسان بالكامل، ولا يتم توليد أي محتوى بالذكاء الاصطناعي أثناء اللعب.
Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay.
Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time.
Generative AI is used in this game for both asset creation (such as UI elements and character visuals) and as a tool to assist in the development process (such as code organization). Every piece of content generated by AI is carefully reviewed and refined by the development team to ensure it meets our quality standards.
Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay.
The store page and library artwork for GeoPinQuest (capsule images, library assets, and application icons) was created using generative AI image tools. Inside the game itself, no AI-generated content is used - country outlines come from a public GeoJSON dataset, city and locality data from Geoapify's public locality dump, and the Earth surface texture from NASA's Blue Marble imagery. The game does not use AI at runtime and does not connect to any external AI services.
AI tools were used for translation purposes.
Generative AI tools were used extensively throughout development to create the game's code, dialogue and other written content, sound effects, visual assets, localization, and Steam store and marketing materials. All AI-generated content was reviewed, selected, and integrated by the developer before release. The game does not use generative AI to create new content during gameplay.
Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer.
Generative AI tools were used during the development process to assist in creating and refining some visual assets. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its promotional materials.
Localizations Intro art
Games localization is created by assistance of AI
90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items.
Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
The image of the players and the images of the cards are made with Generative Artificial Intelligence.
Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX: Zundamon).
This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself.
The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services.
The images in this game were generated using artificial intelligence.
Generative AI was used in the game's art production for image creation and image enhancement. Generative AI was used to translate the game's localized content.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime.
This game uses generative AI tools during development to assist in creating some 2D textures and 3D models. These AI-generated assets have been manually reviewed, edited, and integrated into the final game build.
AI tools were used during development as a programming and production assistant, under the developer's direction. The interface translations into 41 languages were AI-generated and human-reviewed. Some store and marketing assets screenshot compositions were produced with AI-assisted tooling. All design decisions, brand artwork, and the core wordmark are the developer's own work. The application does not generate any content with AI at runtime and includes no AI features.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
AI Generated Content Disclosure The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay. Music: The in-game music was produced using Suno, an AI music-generation tool. Art: Some visual assets were created with the assistance of AI image-generation tools. Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging. All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
TrueClash uses generative AI as part of its art workflow: character art and backgrounds are initially generated with AI tools, then manually reviewed, edited, and refined by our team in order to maintain the game's consistent visual style. AI tools were also used to assist with translation and as a development aid for coding. Some of the licensed music tracks featured in the game may have been created with AI assistance by their respective artists.
We use AI to create the music and the narration audio.
AI was used for some asset/card art only. No live AI generation."
Few of the game art / assets were AI generated
由于和风素材非常匮乏,作品内有极小部分背景使用日站购买的可商用ai背景(不含人物),和风素材太难找了没办法才用,日站建模场景能买的基本都买了,介意请自行避雷。作品其余素材、角色立绘、cg封面等均无ai。
Some pre-rendered UI art (menu borders and decorative icons) was created with the assistance of generative AI tools during development. No content is generated live during gameplay.
To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text). Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience.
This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation. A part of game music was created by AI. All other content — artwork, game design — was created by the development team without the use of generative AI.
AI was used only as a supporting tool for the design of fictional images on the videotapes.
Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools.
Some of this game's artwork — including key art, the main-menu background, and store/marketing images — was created with the help of generative AI (Midjourney) and then curated and edited by the developer. Everything else, including gameplay, code, sound, and the in-game pixel art, is human-made or from licensed asset packs. No AI-generated content is produced live while you play. Some in-game text translations were produced with AI assistance and reviewed for accuracy.
Al were used to assist with translating text into multiple languages.
Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release.
Our Policy on AI & Procedural Generation Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that. Why we use it Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it. What always stays human Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships. Not AI slop — procedural generation is the point We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes. Our bet We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap." As we grow This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that. — Metatransformer Studios
This game utilizes AI-assisted generation for certain art assets and the core code framework. Every element has undergone thorough manual review, fine-tuning, and integration by our developers, guaranteeing that the final output aligns with the game's intended aesthetic and quality standards.No live‑generated AI content appears during gameplay
在开发过程中,我们可能会使用基于程序和人工智能的工具来辅助部分美术素材和文本的生成。在所有这些情况下,最终产品都经过了开发团队的严格审核与修改,体现了我们团队的创造力和表达方式。
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LuMIDI In-game content artcodetext | Generative AI was used in the development of this game for coding, artwork creation, and localization. | Studio SHIRANUI | - | Jul 25, 2026 | |
RetraceLight In-game content art | This game uses generative artificial intelligence tools during development to assist in the creation of some game content, including certain visual assets, icons, and promotional materials. All AI-generated content has been reviewed, modified, and refined by the development team, and integrated with human-created content to ensure that the final presentation meets the game's overall artistic direction and quality standards. | RetraceLight Team | - | Jul 25, 2026 | |
Up, Little One In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of certain 2D illustrations, graphical assets, music, and marketing materials. All generated content was reviewed and selected by the developer before inclusion. The game does not generate AI content during gameplay and does not connect players to any live AI service. | Yurari Games | - | Jul 25, 2026 | |
Shadow Runner In-game content art | Shadow Runner uses AI image-generation tools to create a portion of the game's 2D visual art. AI was used as a starting point for:
• Store assets — capsule, header, and marketing images.
• In-game illustrations — chapter cutscene art and non-interactive background/scene imagery.
• Achievement icons.
All AI-generated images were produced with commercial text-to-image models (Midjourney / Stable Diffusion / DALL·E), then reviewed, edited, composited, and color-corrected by the developer before shipping. Pixel-art sprites, all gameplay elements, UI, visual effects, audio, and code are hand-authored and not AI-generated. Audio is procedural (Web Audio), not AI.
The game contains no live/runtime AI: nothing is generated on the player's machine during play, and no player data is sent to any AI service.
The developer has confirmed the generated images do not depict real, identifiable people or third-party IP, and holds commercial-use rights under each tool's license. | ArcadeDeck | - | Jul 25, 2026 | |
Tanach: A Journey Through the Hebrew Bible In-game content textart | The quiz content (questions, answer choices, and explanations) was authored with the assistance of large language models, then validated by automated checks (every citation resolves against the canonical text) and human review passes. The scripture text itself is NOT AI-generated — it is the public-domain JPS 1917 translation sourced from Sefaria.org. Decorative chapter art and store capsule art were produced by our own procedural generation scripts with AI-assisted design; store copy was written with AI assistance and human-edited. The game contains no live/runtime AI generation. | Elundis Interactive | - | Jul 25, 2026 | |
Blokkit In-game content codearttext | AI has been used during the development of Blokkit to accelerate the process of writing code, creating some assets for the store page, and for writing translations into 7 different languages, | OutOut Interactive | - | Jul 25, 2026 | |
Robot Vacuum Simulator In-game content artaudiotextcode | Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services. | Rocket Industries Inc. | - | Jul 25, 2026 | |
الحجة In-game content arttextcode | استُخدمت أدوات الذكاء الاصطناعي أثناء التطوير للمساعدة في كتابة أجزاء من كود اللعبة وبعض النصوص داخلها، مثل التلميحات ورسائل الواجهة، وكذلك في إنشاء بعض النماذج ثلاثية الأبعاد والخامات (التكستشر). جميع المحتوى المُنجز بمساعدة الذكاء الاصطناعي تمت مراجعته وتعديله واعتماده من المطوّر. قصة اللعبة وتصميمها وإخراجها من صنع الإنسان بالكامل، ولا يتم توليد أي محتوى بالذكاء الاصطناعي أثناء اللعب. | Jordan Studio | - | Jul 25, 2026 | |
BLUE SHIP In-game content arttext | Generative AI was used during development to assist with the creation of some pre-generated visual assets, promotional artwork, and localization text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use live generative AI during gameplay. | HAE GAME STUDIO | - | Jul 25, 2026 | |
The Ancient Caverns In-game content artaudio | Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time. | Meridian Studios | - | Jul 25, 2026 | |
Last Ascender In-game content artcode | Generative AI is used in this game for both asset creation (such as UI elements and character visuals) and as a tool to assist in the development process (such as code organization). Every piece of content generated by AI is carefully reviewed and refined by the development team to ensure it meets our quality standards. | Ideal Creative | - | Jul 25, 2026 | |
MAIMCOIL In-game content audioart | Some fixed music tracks and selected pre-rendered promotional and manual artwork were created with generative AI tools. No AI content is generated during gameplay. | corewisevideo | - | Jul 25, 2026 | |
GeoPinQuest In-game content art | The store page and library artwork for GeoPinQuest (capsule images, library assets, and application icons) was created using generative AI image tools. Inside the game itself, no AI-generated content is used - country outlines come from a public GeoJSON dataset, city and locality data from Geoapify's public locality dump, and the Earth surface texture from NASA's Blue Marble imagery. The game does not use AI at runtime and does not connect to any external AI services. | Richard Folea | - | Jul 25, 2026 | |
Ducasse In-game content text | AI tools were used for translation purposes. | Adrien De Nève | - | Jul 25, 2026 | |
修仙模拟器 In-game content arttextcodeaudio | Generative AI tools were used extensively throughout development to create the game's code, dialogue and other written content, sound effects, visual assets, localization, and Steam store and marketing materials. All AI-generated content was reviewed, selected, and integrated by the developer before release. The game does not use generative AI to create new content during gameplay. | dj4231 | - | Jul 25, 2026 | |
The Long Way Up In-game content art | Many scene illustrations were generated with AI image tools, then selected, edited, and integrated by hand. Every image in the game was individually reviewed and curated by the developer. | Flytel | - | Jul 25, 2026 | |
Osiedlowy In-game content art | Generative AI tools were used during the development process to assist in creating and refining some visual assets. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game or its promotional materials. | Koy Games | - | Jul 25, 2026 | |
Kleromancy In-game content text | Localizations
Intro art | kleroslab | - | Jul 25, 2026 | |
Glyphforge In-game content text | Games localization is created by assistance of AI | Salty Games Studio | - | Jul 25, 2026 | |
Dopamine Eggs In-game content art | 90% of the art is from Eggy's Games. However 10% of AI images were generated for late game worlds, star cosmos backgrounds, alt reality backgrounds and items. | Eggys Games | - | Jul 25, 2026 | |
That's for Yolk In-game content textartaudio | Generative AI tools were used to assist with some store page text, development planning, promotional wording, and selected visual or audio materials. All final game content, store materials, and gameplay design were reviewed, edited, and approved by the developer before publication. | Yinuo Liu | - | Jul 25, 2026 | |
Province: Suroste In-game content textart | Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay. | Ztry8 (AslanD) | - | Jul 25, 2026 | |
Archomni 2: Mondus Maxima In-game content art | The image of the players and the images of the cards are made with Generative Artificial Intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Jul 25, 2026 | |
日本地図 都市パズル In-game content arttext | Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts
were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX:
Zundamon). | LIMO | - | Jul 25, 2026 | |
Folklore War Game In-game content audioarttextcode | This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself. | Join Digital Land | - | Jul 25, 2026 | |
Old Money In-game content arttextcode | The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services. | DeltaGames | - | Jul 25, 2026 | |
Accident Investigator Simulator: Black Box In-game content art | The images in this game were generated using artificial intelligence. | Cottondream Studio | - | Jul 25, 2026 | |
Touhou Bansho Cards In-game content arttext | Generative AI was used in the game's art production for image creation and image enhancement.
Generative AI was used to translate the game's localized content. | EskiNott Game Studio | - | Jul 25, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
Neon Tyrant In-game content audiotext | AI tools were used during development to assist with writing code, and to produce two categories of content shipped with the game: the original synthwave soundtrack (composed with AI music generation, curated and selected by the developer) and the interface translations for the non-English languages (reviewed by the developer). Some store page text was also drafted with AI assistance. All in-game worlds are generated procedurally by hand-written algorithms — no AI content is generated at runtime. | One Mind Games | - | Jul 25, 2026 | |
泠泠路101:与你相伴的时光 In-game content art | This game uses generative AI tools during development to assist in creating some 2D textures and 3D models. These AI-generated assets have been manually reviewed, edited, and integrated into the final game build. | Zero String Studio | - | Jul 25, 2026 | |
DISCIPLINE In-game content textart | AI tools were used during development as a programming and production assistant, under the developer's direction. The interface translations into 41 languages were AI-generated and human-reviewed. Some store and marketing assets screenshot compositions were produced with AI-assisted tooling. All design decisions, brand artwork, and the core wordmark are the developer's own work. The application does not generate any content with AI at runtime and includes no AI features. | NEXTDREAM | - | Jul 25, 2026 | |
ブラック研究室からの脱出 In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Jul 25, 2026 | |
LIGHT IT In-game content audioartcode | AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game. | HuntForge | - | Jul 25, 2026 | |
TrueClash In-game content arttextcodeaudio | TrueClash uses generative AI as part of its art workflow: character art and backgrounds are initially generated with AI tools, then manually reviewed, edited, and refined by our team in order to maintain the game's consistent visual style.
AI tools were also used to assist with translation and as a development aid for coding.
Some of the licensed music tracks featured in the game may have been created with AI assistance by their respective artists. | Bluelight Swallow Studio | - | Jul 25, 2026 | |
Chaos Football Club (CFC) In-game content audio | We use AI to create the music and the narration audio. | TheDevRealm | - | Jul 25, 2026 | |
66 Lives In-game content art | AI was used for some asset/card art only. No live AI generation." | Comismele | - | Jul 25, 2026 | |
DesktopDrifter.exe In-game content art | Few of the game art / assets were AI generated | Lisk | - | Jul 25, 2026 | |
未了情书 In-game content art | 由于和风素材非常匮乏,作品内有极小部分背景使用日站购买的可商用ai背景(不含人物),和风素材太难找了没办法才用,日站建模场景能买的基本都买了,介意请自行避雷。作品其余素材、角色立绘、cg封面等均无ai。 | 橙光游戏 | - | Jul 25, 2026 | |
Bramblewick: Guild Management Simulator In-game content art | Some pre-rendered UI art (menu borders and decorative icons) was created with the assistance of generative AI tools during development. No content is generated live during gameplay. | V Bros Games | - | Jul 25, 2026 | |
The Proxy In-game content arttext | To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text).
Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience. | New Bee Studio | - | Jul 25, 2026 | |
羽迹 In-game content textaudio | This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation.
A part of game music was created by AI.
All other content — artwork, game design — was created by the development team without the use of generative AI. | 笛笛龙游戏 | - | Jul 25, 2026 | |
TV Archive: Tidy Up Together In-game content art | AI was used only as a supporting tool for the design of fictional images on the videotapes. | Games Together | 400 | Jul 25, 2026 | |
Okey 101 In-game content art | Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools. | Ayazwai | - | Jul 25, 2026 | |
Just Five More Minutes In-game content arttext | Some of this game's artwork — including key art, the main-menu background, and store/marketing images — was created with the help of generative AI (Midjourney) and then curated and edited by the developer.
Everything else, including gameplay, code, sound, and the in-game pixel art, is human-made or from licensed asset packs. No AI-generated content is produced live while you play.
Some in-game text translations were produced with AI assistance and reviewed for accuracy. | Meridian Studios | - | Jul 25, 2026 | |
Celestial 9 In-game content text | Al were used to assist with translating text into multiple languages. | TELO | - | Jul 25, 2026 | |
Arcanum Collegium In-game content art | Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release. | DonQ Studio | - | Jul 25, 2026 | |
Valenfeld In-game content arttext | Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios | Metatransformer Studios | - | Jul 25, 2026 | |
天宫乱斗 In-game content artcode | This game utilizes AI-assisted generation for certain art assets and the core code framework. Every element has undergone thorough manual review, fine-tuning, and integration by our developers, guaranteeing that the final output aligns with the game's intended aesthetic and quality standards.No live‑generated AI content appears during gameplay | Chromew | - | Jul 25, 2026 | |
三国模拟器之我有一个妙计 In-game content arttext | 在开发过程中,我们可能会使用基于程序和人工智能的工具来辅助部分美术素材和文本的生成。在所有这些情况下,最终产品都经过了开发团队的严格审核与修改,体现了我们团队的创造力和表达方式。 | 望望互娱 | - | Jul 25, 2026 |