Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
- Creator
- UBrothers
- Reviews
- -
- Added
- Aug 24, 2026
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Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human. Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated. No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static.
CrystalCanvas uses generative AI in parts of its development process. For the sound effects played when placing voxels, we aimed to create sounds that remain pleasant and unobtrusive even during extended play sessions. After exploring a variety of sound assets and recordings, we ultimately used generative AI as part of the sound design process to achieve the desired result. Generative AI is also used as a development aid through Claude Code for generating and assisting with parts of the code related to voxel space management and rendering. Generative AI is not used to generate the voxel artwork or gameplay content itself.
AI tools were used for localization (language translation) of StatsStation's interface and store page text.
Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated.
The game does not use AI while you play. Every sentence and every drawing you see in a match is made by the players in the room with you. Some assets in this game were created with generative AI during development. The music was made with Suno as to avoid in copyright issues for streamers/clippers who play the game. Several pieces of cabin furniture and set dressing were generated with Meshy, and the logo and one in-game painting came from OpenAI image generation. The game's 13 language translations were AI-assisted.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
Generative AI was used in parts of this project: the animated story cutscenes were brought to life with AI tools from original artwork drawn by the developer; the game's music, most of its sound effects, some in-game images such as the main menu, its logo and some promotional material, the store-page translations, and the English and Turkish in-game text were also created with generative AI tools. The gameplay itself — its systems, characters, environments and screenshots — is authentic and shows the real game. No AI is used to generate content during gameplay.
Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service. Pre-generated content made with AI assistance: Key art and store artwork were created with generative image tools and then edited by hand. The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures). Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections. Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author. Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting.
We Use AI to code the game and for Language localization.
Generative AI was used to assist with parts of this game's localization.
Marketing and assets.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
The game to contain art assets generated by artificial intelligence
Certain visual assets and sound effects in this game were created with the assistance of generative AI.
Музыка, а так же некоторые изображения были сгенерированы с помощью ИИ
Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running.
Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer. The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build. If later updates include AI-assisted in-game art or audio, this notice will be updated.
The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay.
Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay.
Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game. Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems.
Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork. AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production. The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay.
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
Generative AI is used for coding, graphics, text and localization.
Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer.
Generative AI used for products box textures.
AI is used to help with code and assets. The game is still mostly human built, especially all game mechanics.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
No Generative AI Content is used in this game. AI was used to help point me in the right direction to tutorials and help with bug fixes to code.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
AI was only used to generate scripts and coding for this game.
Store page images are AI generated images
I used an AI tool to generate the game's music.
Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands. The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates. The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions.
Art: AI image tools assisted with some 2D assets; all final art was produced by our artists based on original designs. Localization: Core languages were translated by our team; additional languages use AI-assisted translation.
English Localisation
Generative AI was used only to create the game's promotional trailer and Steam store banner art (capsule images). No AI-generated content, art, audio, code, or text is used within the game itself. The final gameplay is entirely hand-crafted.
The illustrations, the sound effects and the music in this game were created with the help of generative AI tools, then selected, edited, arranged and mixed by hand. Every cat and every bonus object was placed by hand. There is no live AI generation while the game is running: everything ships with the build and is identical for every player.
Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bloom Busters In-game content text | Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay. | UBrothers | - | Aug 24, 2026 | |
Molluscarium In-game content art | The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer | PiqFocus Interactive | - | Aug 24, 2026 | |
Cluckopia In-game content artaudio | Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay. | Andre Luiz Themistocles | - | Aug 24, 2026 | |
Breezy Blooms In-game content artaudio | Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human.
Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated.
No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static. | EXPECTACLE | - | Aug 24, 2026 | |
rov Dev only audiocode | CrystalCanvas uses generative AI in parts of its development process.
For the sound effects played when placing voxels, we aimed to create sounds that remain pleasant and unobtrusive even during extended play sessions. After exploring a variety of sound assets and recordings, we ultimately used generative AI as part of the sound design process to achieve the desired result.
Generative AI is also used as a development aid through Claude Code for generating and assisting with parts of the code related to voxel space management and rendering.
Generative AI is not used to generate the voxel artwork or gameplay content itself. | coznssoft | - | Aug 24, 2026 | |
StatsStation Store/marketing text | AI tools were used for localization (language translation) of StatsStation's interface and store page text. | StatsStation Software | - | Aug 24, 2026 | |
Idle Clacker In-game content arttext | Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated. | Bookis Worthy | - | Aug 24, 2026 | |
Cozy Classical Critters In-game content audioarttext | The game does not use AI while you play. Every sentence and every drawing you see in a match is made by the players in the room with you.
Some assets in this game were created with generative AI during development. The music was made with Suno as to avoid in copyright issues for streamers/clippers who play the game. Several pieces of cabin furniture and set dressing were generated with Meshy, and the logo and one in-game painting came from OpenAI image generation. The game's 13 language translations were AI-assisted. | Joe Hildreth | - | Aug 23, 2026 | |
Top Wars In-game content art | Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer. | Silly Animators | - | Aug 23, 2026 | |
WerkstattManager – Uncle Karl's Legacy In-game content artaudiotext | Generative AI was used in parts of this project: the animated story cutscenes were brought to life with AI tools from original artwork drawn by the developer; the game's music, most of its sound effects, some in-game images such as the main menu, its logo and some promotional material, the store-page translations, and the English and Turkish in-game text were also created with generative AI tools. The gameplay itself — its systems, characters, environments and screenshots — is authentic and shows the real game. No AI is used to generate content during gameplay. | Hinterhof Games | - | Aug 23, 2026 | |
Wishing Well Simulator In-game content arttext | Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service.
Pre-generated content made with AI assistance:
Key art and store artwork were created with generative image tools and then edited by hand.
The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures).
Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections.
Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author.
Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting. | Kanuni Games | - | Aug 23, 2026 | |
PooDaddy In-game content textcode | We Use AI to code the game and for Language localization. | neeknog | - | Aug 23, 2026 | |
Quote Typer In-game content text | Generative AI was used to assist with parts of this game's localization. | Novare Orbis | - | Aug 23, 2026 | |
Roads of Da Vinci: In Search of Origins Unclear | Marketing and assets. | 8floor ltd | - | Aug 23, 2026 | |
Egg to Monster In-game content art | Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay. | Furo-Pizza Studio | - | Aug 23, 2026 | |
Checkmate Kingdoms: Ancient Origin In-game content art | Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay. | SAMWOO STUDIO | - | Aug 23, 2026 | |
Zombie Mystery: 100 Hidden Cats Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Aug 22, 2026 | |
Snack Tiles In-game content audio | Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI. | Chaotic Twinz Studio Limited | - | Aug 22, 2026 | |
Pigeon Valera In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Aug 22, 2026 | |
Run to Run In-game content artaudio | Certain visual assets and sound effects in this game were created with the assistance of generative AI. | Team_Ssaw | - | Aug 22, 2026 | |
Party Link In-game content audioart | Музыка, а так же некоторые изображения были сгенерированы с помощью ИИ | Link IT | - | Aug 22, 2026 | |
Plushy Store Tidy Up In-game content art | Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running. | SIV Games | - | Aug 22, 2026 | |
Sausage Snap In-game content arttext | Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer.
The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build.
If later updates include AI-assisted in-game art or audio, this notice will be updated. | Wonton Games Limited | - | Aug 22, 2026 | |
Kasane In-game content artaudio | The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay. | Q-Lab Games | - | Aug 22, 2026 | |
Tidying Simulator In-game content artaudiocodetext | Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay. | GamJangJangi | - | Aug 22, 2026 | |
Brick by Brick In-game content art | Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game.
Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems. | Budder Technology LLC | - | Aug 22, 2026 | |
BURST NOIR - Fireworks Simulator In-game content artcodetext | Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork.
AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production.
The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay. | FerioWorks | - | Aug 22, 2026 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
SPACE JK Unclear arttext | Generative AI is used for coding, graphics, text and localization. | FaSPel | - | Aug 22, 2026 | |
Note Bounce – Sheet Music Game & Video Creator In-game content art | Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted. | Cihad Turhan | - | Aug 22, 2026 | |
Splatter Piece In-game content artaudio | Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it. | Lief Studio | - | Aug 22, 2026 | |
FlashWords: Wordfall Store/marketing textart | Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer. | Rising Edge | - | Aug 22, 2026 | |
Electronics Depot Simulator In-game content art | Generative AI used for products box textures. | Last Bullet Games | - | Aug 22, 2026 | |
Keepshore Dev only codeart | AI is used to help with code and assets. The game is still mostly human built, especially all game mechanics. | fp32.ai LLC | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
Carpet Daddy Dev only code | No Generative AI Content is used in this game. AI was used to help point me in the right direction to tutorials and help with bug fixes to code. | Cheltenham Interactive LTD | - | Aug 22, 2026 | |
VOXEL DRIFT RACER In-game content art | Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made. | NOVACORE STUDIO | - | Aug 22, 2026 | |
Random Mix In-game content textart | Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved. | InternalErrorX | - | Aug 22, 2026 | |
Capicú Dev only code | AI was only used to generate scripts and coding for this game. | Esthefania Morantes | - | Aug 22, 2026 | |
Sakura Shiren Store/marketing art | Store page images are AI generated images | Jeremy Caudill | - | Aug 22, 2026 | |
SmallHero Maze 3D In-game content audio | I used an AI tool to generate the game's music. | Manuel Hauss | - | Aug 22, 2026 | |
TETWORD In-game content art | Some of the art assets in TETWORD were created with the help of generative AI tools. Certain textures and 2D artwork were produced using AI image-generation tools, and some 3D models were generated using Meshy AI. Generative AI assistants (ChatGPT and Claude) were also used during development. All AI-assisted assets were reviewed, edited, and curated by the developer before being included in the game. The game's design, code, gameplay, and word content were created by the developer. | BrainGymGames | - | Aug 22, 2026 | |
Jamaican Ludi Store/marketing art | Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue. | Hemiogenic Interactive | - | Aug 22, 2026 | |
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
8bit Salvage In-game content audiotext | No AI was used to create the artwork, animation, or sound effects. All of it is made by human hands.
The game's English text is almost completely written by my hand. The other supported languages are partially AI-translated from my English source. Native-speaker review is ongoing, and corrected translations ship in updates.
The soundtrack is original music that I've written over the last 30 years. I used AI to produce the final compositions. | Fertile Soil Productions | - | Aug 22, 2026 | |
슬라임의 세계 In-game content arttext | Art: AI image tools assisted with some 2D assets; all final art was produced by our artists based on original designs.
Localization: Core languages were translated by our team; additional languages use AI-assisted translation. | TEAM42 | - | Aug 22, 2026 | |
Dinonid In-game content text | English Localisation | Inclusive Gaming GmbH | - | Aug 22, 2026 | |
A Brown Rabbit's Story Store/marketing art | Generative AI was used only to create the game's promotional trailer and Steam store banner art (capsule images). No AI-generated content, art, audio, code, or text is used within the game itself. The final gameplay is entirely hand-crafted. | TenaciousTibbar Games | - | Aug 22, 2026 | |
Istanbul Cats In-game content artaudio | The illustrations, the sound effects and the music in this game were created with the help of generative AI tools, then selected, edited, arranged and mixed by hand. Every cat and every bonus object was placed by hand. There is no live AI generation while the game is running: everything ships with the build and is identical for every player. | Yunus Emre Karadeniz | - | Aug 20, 2026 | |
Herd League In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay. | Elmiva Games | - | Aug 20, 2026 |