Cards art was done with Generative AI. The background art, win/lose/tie screens, and several effect images
- Creator
- Emas
- Reviews
- -
- Added
- Aug 4, 2026
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Cards art was done with Generative AI. The background art, win/lose/tie screens, and several effect images
During the development of this game, generative AI technologies were utilized as auxiliary tools to optimize production and enhance the overall quality of the final product. AI was used in the following areas: Visual Art & Assets: Generative tools were used during the concept art stage to create baseline character portraits, user interface elements, and background images of government offices. All AI-generated assets underwent manual digital painting, color correction, and stylization to fit the game's distinct, gritty political noir atmosphere. Text & Narrative Design: AI assistants were employed for copyediting, historical context verification, dialogue polishing, and structuring large volumes of text to ensure the narrative feels immersive, realistic, and deeply engaging. Coding & Scripting: AI tools helped optimize Godot engine source code, identify bugs, and accelerate the technical implementation of dynamic UI systems. Important Note: The game contains only pre-generated content. There is no live-generated AI content running during gameplay. The game experience is fully deterministic, stable, and hardcoded within the final build by the developer.
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Steam page localized via AI. Everything else has been human-made.
This title includes content created with the assistance of AI tools.
This game's store page images, including promotional artwork, were created with the assistance of generative AI tools
AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping: - Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand. - Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand. - Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction. - The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated. No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service. All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look. Coding of the game involved AI models for the purpose of quality control.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay. No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles. This game contains pre-generated content created with the assistance of generative AI. AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials. The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
Generative AI Tools where used in the creation of store assets.
Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as; - C# Coding - SFX Generation - OST Creation - Very select UI Animations
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
Generative AI was used for UI/UX, coding, and artwork
Some sound effects, written content, and artwork were generated with AI and then manually edited and refined.
applying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships.
Some visual assets (e.g. boss portraits) were created with the assistance of generative AI tools, then refined and finalized by the developer.
Pre-rendered content used to fill in game for testing and early access as development and artistic design are completed for full release in 2027
Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer. Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic. Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages.
During development, generative AI was used for programming assistance, drafting UI text and English localization, and assisting with the layout and composition of graphical assets for Steam. Any content incorporated into the final product was reviewed and edited by the developer. No AI-generated content is produced while the game is running.
Some of this game's assets were created with the assistance of generative AI tools during development, and were curated and edited by the developer.
Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made.
This game contains pre-generated AI-assisted content created during development, including selected visual PNG assets, music tracks, and some localization/rules text. No generative AI is used during gameplay. All AI-assisted content was reviewed, selected, and included as fixed game assets before release.
Generative AI was used during game development to create images and musical accompaniment.
Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer.
Our assets come from the creativity of artists — AI is only used to help polish the background design.
AI tools (coding assistants) were used to help write portions of the game's source code during development. All art, music, and game content shipped in the product are hand-authored or procedurally generated by our own code; no generative AI is used to produce any assets, and no AI generates content at runtime. Basically, I write software for a living but I was not a video game dev, so I used some coding assistants to help me out with areas I was less familiar.
Some item names and interface translations into languages other than English were created with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D artwork were created with image generation tools, then carefully curated, edited, and composited by hand. Audio was created by people and comes from CC0-licensed sources with attribution. No AI content is generated during gameplay. The game does not generate AI content at runtime, and no player data is ever sent to any AI service.
Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play.
Some background images and decorative visual assets were created using generative AI.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
Initially used Ai generated pixel art as a place-holder, but I actually like it very much, it makes it much more wholesome and cute, fitting into the vibe of the game!
This game uses some assets that were AI generated. This includes some store images and in-game content.
Limited use of AI in artwork.
SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo.
This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles.
We use AI to speed up the drawings, but all materials has been heavily modified, over-painted, and refined by human artist. There is no live AI generation within the shipped game.
This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand. Code: Claude Opus 4.8, Claude Fable 5.0 Writing & translation: Claude Opus 4.8, Gemini Pro 3.1 Graphics: Gemini Nano Banana 2 Music: Claude Opus 4.8 Video: Gemini Omni
During development, AI-assisted and AI-generated tools were used for pre-generated player-facing content. Our production workflow combines original human-created assets with AI-assisted or AI-generated content. AI tools were used to assist with text translation/localization, visual asset modification and refinement, and the generation of certain audio assets. Most final assets are the result of a mixed workflow: they may include both original developer-created elements and AI-assisted or AI-generated elements. All final text, visual, and audio assets included in the game have been manually reviewed, edited, selected, and approved by the development team. The game does not include live-generated AI content. It does not generate new text, images, audio, or other player-facing content through AI during gameplay.
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.
Localizations Intro art
The image of the players and the images of the cards are made with Generative Artificial Intelligence.
This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself.
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.
Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play.
Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Siege In-game content art | Cards art was done with Generative AI.
The background art, win/lose/tie screens, and several effect images | Emas | - | Aug 4, 2026 | |
Path to Power In-game content arttextcode | During the development of this game, generative AI technologies were utilized as auxiliary tools to optimize production and enhance the overall quality of the final product. AI was used in the following areas:
Visual Art & Assets: Generative tools were used during the concept art stage to create baseline character portraits, user interface elements, and background images of government offices. All AI-generated assets underwent manual digital painting, color correction, and stylization to fit the game's distinct, gritty political noir atmosphere.
Text & Narrative Design: AI assistants were employed for copyediting, historical context verification, dialogue polishing, and structuring large volumes of text to ensure the narrative feels immersive, realistic, and deeply engaging.
Coding & Scripting: AI tools helped optimize Godot engine source code, identify bugs, and accelerate the technical implementation of dynamic UI systems.
Important Note: The game contains only pre-generated content. There is no live-generated AI content running during gameplay. The game experience is fully deterministic, stable, and hardcoded within the final build by the developer. | Smiret Games | - | Aug 4, 2026 | |
Escape the Umbra In-game content artaudio | Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay. | Tyborg | - | Aug 4, 2026 | |
Heretic's Fork - RAPTURE In-game content text | Steam page localized via AI. Everything else has been human-made. | 9FingerGames | - | Aug 4, 2026 | |
Streaming Platform Manager Unclear | This title includes content created with the assistance of AI tools. | Empera Games | - | Aug 4, 2026 | |
幻想序章:Genesis Store/marketing art | This game's store page images, including promotional artwork, were created with the assistance of generative AI tools | LIU CHENLONG | - | Aug 2, 2026 | |
Aviator Dev only | AI-assisted tools are becoming part of modern game development, and we believe in being transparent about how we use them. Aviator combines AI-assisted workflows with human creative direction, design, review, and final decision-making throughout development. | Mood for Games | - | Aug 1, 2026 | |
天雨粟 In-game content audioart | Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build. | 犬次郎 | - | Aug 1, 2026 | |
Hive and Harvest In-game content artcode | Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look.
Coding of the game involved AI models for the purpose of quality control. | Sundrop Games | - | Aug 1, 2026 | |
Hiss or Miss In-game content art | This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay. | DreamWell | - | Aug 1, 2026 | |
Forts & Castles In-game content art | During development, some in-game surface textures (e.g. ground/terrain tile materials) were created with the assistance of generative AI image tools and then hand-edited and integrated into the game as static assets. All such content is pre-generated and fixed at ship time; the game does not generate any content live at runtime. We have reviewed this content to ensure we have the appropriate rights to use it and that it does not infringe on the rights of others. | Thomas Silveri | - | Aug 1, 2026 | |
Duskfire In-game content artaudio | All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product. | Benevolent Bash | - | Aug 1, 2026 | |
Jack's, 2's & 8's Store/marketing art | Generative AI Tools where used in the creation of store assets. | What To Do!? Games | - | Aug 1, 2026 | |
Arrow Card Arena In-game content artaudiotext | Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services. | Ludendria Studio | - | Jul 31, 2026 | |
Gloomhallow In-game content artaudiocode | While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations | Paragon 3D Studios LTD. | - | Jul 31, 2026 | |
Warmachine: Rogue-Scout In-game content audioart | This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping. | Vaultkeeper Games | - | Jul 31, 2026 | |
HALFTIME Manager In-game content artcode | Generative AI was used for UI/UX, coding, and artwork | Lazybraindev | - | Jul 31, 2026 | |
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
Song of Larithea In-game content artaudiotext | Song of Larithea is made by a solo developer using generative AI across the pipeline: the artwork is AI-generated and then hand-edited in Photoshop, and the voice lines, music, and sound are AI-generated as well. The story is the author's own, adapted from her own novel, with AI helping polish the English text - and future translations will be AI-assisted too. Every asset is reviewed, corrected, and finished by hand before it ships. | Inga Pflaumer | - | Jul 30, 2026 | |
Joker's Last Call In-game content art | Some visual assets (e.g. boss portraits) were created with the assistance of generative AI tools, then refined and finalized by the developer. | Byoungyoung Gu | - | Jul 30, 2026 | |
xvorogue Dev only | Pre-rendered content used to fill in game for testing and early access as development and artistic design are completed for full release in 2027 | aerbuf | - | Jul 30, 2026 | |
War In The Dark In-game content arttextcode | Programming: AI tools (Cursor) were utilized to assist with drafting partial code blocks and isolated scripts. The overall core logic, architecture, and system design were manually programmed by the developer.
Art Assets: An AI image generator (PixelLab) was used to help conceptualize and generate some of the pixel art assets. These assets were manually reviewed and integrated to fit the game's retro aesthetic.
Localization / Translation: AI translation tools were used to assist in translating in-game text and store page descriptions into multiple languages. | Sprout Studio | - | Jul 30, 2026 | |
Parallel Photon Protocol In-game content codetextart | During development, generative AI was used for programming assistance, drafting UI text and English localization, and assisting with the layout and composition of graphical assets for Steam. Any content incorporated into the final product was reviewed and edited by the developer. No AI-generated content is produced while the game is running. | Musewell | - | Jul 30, 2026 | |
修仙·卦象录 In-game content art | Some of this game's assets were created with the assistance of generative AI tools during development, and were curated and edited by the developer. | Bixie Games | - | Jul 30, 2026 | |
Prismals In-game content artaudiocode | Prismals is a hand-crafted project built by a dedicated one-man band. To bring this project to life, AI tools were utilized strictly as a collaborative assistant, refining original coding, polishing hand-drawn artwork and mastering the soundtrack. Every core idea, story beat and artistic vision is entirely human-made. | Cliomni | - | Jul 30, 2026 | |
Anomaly Grid In-game content artaudiotext | This game contains pre-generated AI-assisted content created during development, including selected visual PNG assets, music tracks, and some localization/rules text. No generative AI is used during gameplay. All AI-assisted content was reviewed, selected, and included as fixed game assets before release. | Neurostructure Studio | - | Jul 30, 2026 | |
Topdeck Duel In-game content artaudio | Generative AI was used during game development to create images and musical accompaniment. | One Ink Studio | - | Jul 30, 2026 | |
祥之云三界 Dev only code | Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer. | Gameplaywolf_G | - | Jul 30, 2026 | |
水晶传说(Pantheons Clash: Crystal) In-game content art | Our assets come from the creativity of artists — AI is only used to help polish the background design. | Crystal Studio | - | Jul 30, 2026 | |
Depths of Providence Dev only code | AI tools (coding assistants) were used to help write portions of the game's source code during development. All art, music, and game content shipped in the product are hand-authored or procedurally generated by our own code; no generative AI is used to produce any assets, and no AI generates content at runtime.
Basically, I write software for a living but I was not a video game dev, so I used some coding assistants to help me out with areas I was less familiar. | Ryan Lutz | - | Jul 29, 2026 | |
Food Fight In-game content textart | Some item names and interface translations into languages other than English were created
with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D
artwork were created with image generation tools, then carefully curated, edited, and
composited by hand. Audio was created by people and comes from CC0-licensed sources with
attribution. No AI content is generated during gameplay. The game does not generate AI
content at runtime, and no player data is ever sent to any AI service. | Midnight Pixel | - | Jul 29, 2026 | |
Hedra In-game content artcode | Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play. | Hedra Games | - | Jul 29, 2026 | |
Triple Dice Monsters In-game content art | Some background images and decorative visual assets were created using generative AI. | Hakuto Games | - | Jul 29, 2026 | |
Caribbean Prospector In-game content artcodetext | Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features. | Denis Salanta | - | Jul 29, 2026 | |
The Crossroads In-game content art | Initially used Ai generated pixel art as a place-holder, but I actually like it very much, it makes it much more wholesome and cute, fitting into the vibe of the game! | HalfAssStudios | - | Jul 29, 2026 | |
Yuhtzee In-game content art | This game uses some assets that were AI generated. This includes some store images and in-game content. | Shamrock Studios | - | Jul 29, 2026 | |
Berserk Heroes Online Unclear art | Limited use of AI in artwork. | Lategame Studio LTD | - | Jul 29, 2026 | |
照片勇者 Live AI textart | SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo. | Liminis Studio | - | Jul 29, 2026 | |
三国掷:崛起 In-game content artaudiotext | This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles. | 星组游戏 | - | Jul 29, 2026 | |
Crown of Petals In-game content art | We use AI to speed up the drawings, but all materials has been heavily modified, over-painted, and refined by human artist. There is no live AI generation within the shipped game. | 薄荷草游戏 | - | Jul 28, 2026 | |
Succubi of Byzantion In-game content artaudiotextcode | This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand.
Code: Claude Opus 4.8, Claude Fable 5.0
Writing & translation: Claude Opus 4.8, Gemini Pro 3.1
Graphics: Gemini Nano Banana 2
Music: Claude Opus 4.8
Video: Gemini Omni | Jan Martinek | - | Jul 27, 2026 | |
救救我,勇者大人! In-game content artaudiotext | During development, AI-assisted and AI-generated tools were used for pre-generated player-facing content.
Our production workflow combines original human-created assets with AI-assisted or AI-generated content. AI tools were used to assist with text translation/localization, visual asset modification and refinement, and the generation of certain audio assets.
Most final assets are the result of a mixed workflow: they may include both original developer-created elements and AI-assisted or AI-generated elements. All final text, visual, and audio assets included in the game have been manually reviewed, edited, selected, and approved by the development team.
The game does not include live-generated AI content. It does not generate new text, images, audio, or other player-facing content through AI during gameplay. | X-Servivor | - | Jul 27, 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 | |
Kleromancy In-game content text | Localizations
Intro art | kleroslab | - | 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 | |
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 | |
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 | |
Spirefall In-game content artaudiotext | Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play. | PSG Studios | - | Jul 25, 2026 | |
biomraid In-game content codetext | Artificial intelligence was used during development solely as a coding assistant for programming, code optimization, and localization. | Karacho Games | - | Jul 25, 2026 |