This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
- Creator
- Kim Yusok
- Reviews
- -
- Added
- Jul 17, 2026
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Interactive or runtime AI features disclosed by the developer.
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This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding.
Some AI was used to generate images (player and creature portraits) used in this game.
Some of the assets and background were made with some use of AI - The rest drawn by hand using Asprite! The goal of lazypanda is to give a worm expirience to our users. AI Usage helped with speeding up creation of some assets.
Some of this game's mechanics and visuals were created with the help of AI.
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
Some store page / marketing artwork (capsule images) was created with the assistance of generative AI tools. All in-game content is human-made.
We want to be 100% clear: this software does not generate AI artwork. All animation, rendering, and creation tools are powered entirely by traditional algorithmic code. The use of AI is strictly limited to: • Text Localization: Assisted translations for store and interface text. • Legacy Shape Detection: An optional, legacy computer-vision model that can be toggled on solely to assist with detecting edges and outlines. It does not generate art from prompts or models, and can be completely ignored in favour of our standard, non-AI outline tools.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
I've used AI for code, and to generate some 2D & 3D assets. I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it. I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling. You couldn't "prompt" a game like this. I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process.
GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting. AI helped me bring my dream game to life, writing code and generating game assets. The game itself uses no generative AI within.
Some of the game's music, textures, and models are generated by artificial intelligence
AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose.
本游戏使用 AI 辅助创作部分美术素材。
Card face art, in-game icons, and some store artwork were generated with locally-run image-generation models (Qwen-Image), then curated and composited by the developer. No AI content is generated at runtime.
AI was used to assist with the localization process. All other core game content including game design, programming, art direction, and gameplay systems was created by the human development team.
AI tools were utilized for revisions across CG art, music, character assets and environmental scenes.
Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay.
Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
This game utilizes Generative AI tools to help design 2D User Interface (UI) assets, such as menus, icons, and buttons.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
We are using AI to create flip phone-style frames.
Generative AI tools were used to assist with initial translations of localization texts and as a starting point for a limited number of visual concepts. All AI-assisted translations were manually reviewed and edited. The visual concepts were substantially reworked and adapted by the developer to match the game’s original art style before being included in the final game.
AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu. Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos.
1.Generative AI tools were used to assist in creating some in-game art assets. 2.Generative AI tools were used to assist in creating and debugging some in-game code.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work. All Artwork in game has been edited to fit the game, there is no raw AI content present.
AI was used for translation.
This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite"). All artwork, ui, and sounds effects do NOT use AI whatsoever.
AI was used to voice the characters.
This game has uses ai generated content for some of it's sprites and images
During the development of this game, generative AI tools were used to assist the developer in several areas: - Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools. - Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models. - Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions. - Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging. All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience.
I’m a User Experience Designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand. We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work.
We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor.
Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development. AI was used in several areas, including: Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production. 3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game. Voice acting — character voices are created using AI-based voice synthesis. Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization. Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems. The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually. The game does not contain AI-generated content created in real time during gameplay.
Advanced voice generating AI was used to help save time with development.
Promotional videos and images related to the game's story were rendered with AI
We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services.
AI for Partial code generation,Language translation and promotional images
Game files contain AI generated voice lines.
AI was used for some in game icons, store page images, and some developer workflows in programming.
AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Cybersoul 2 features artwork developed with generative AI.
AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
이순신의 역습 In-game content text | This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game. | Kim Yusok | - | Jul 17, 2026 | |
Turbo Era Boss In-game content arttext | Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding. | Team76 | - | Jul 17, 2026 | |
Fantasy Classic: Dungeon Crawler In-game content art | Some AI was used to generate images (player and creature portraits) used in this game. | Eternal Play Office | - | Jul 17, 2026 | |
LazyPanda In-game content art | Some of the assets and background were made with some use of AI - The rest drawn by hand using Asprite!
The goal of lazypanda is to give a worm expirience to our users.
AI Usage helped with speeding up creation of some assets. | Ido Ben Gigi | - | Jul 17, 2026 | |
KEEP GAMING In-game content art | Some of this game's mechanics and visuals were created with the help of AI. | E-Serenity | - | Jul 17, 2026 | |
Ashen Blade In-game content art | During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies. | Li Zhi | - | Jul 17, 2026 | |
Holdline: Last Gate In-game content art | Some store page / marketing artwork (capsule images) was created with the assistance of generative AI tools. All in-game content is human-made. | Out of Spite Games | - | Jul 17, 2026 | |
Pixel Motion Studio In-game content text | We want to be 100% clear: this software does not generate AI artwork. All animation, rendering, and creation tools are powered entirely by traditional algorithmic code.
The use of AI is strictly limited to:
• Text Localization: Assisted translations for store and interface text.
• Legacy Shape Detection: An optional, legacy computer-vision model that can be toggled on solely to assist with detecting edges and outlines. It does not generate art from prompts or models, and can be completely ignored in favour of our standard, non-AI outline tools. | ChallAcc | - | Jul 17, 2026 | |
MA 3 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 17, 2026 | |
Archonia: The Neon City In-game content artcode | I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss! | Don Flamingo Jr | - | Jul 17, 2026 | |
Mourning House In-game content artaudio | This game uses generative AI tools to assist in creating some content, including certain textures, 3D assets, and voice acting. These AI-assisted assets were reviewed, edited, and integrated by the developer as part of the game’s production process. | GulfPearl | - | Jul 17, 2026 | |
Gridiron Grit: Pro Football Dynasty Simulator In-game content codeart | GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within. | MajorVidya | - | Jul 17, 2026 | |
最强仙门 In-game content audioart | Some of the game's music, textures, and models are generated by artificial intelligence | VoidStudio | - | Jul 17, 2026 | |
Nothing to See Here In-game content text | AI is NOT used in the graphics, sound effects, music, or code, and none of these contain any AI-generated content. AI is used ONLY to produce higher-quality text translations than standard translation tools, and for no other purpose. | Nothing to See Here | - | Jul 17, 2026 | |
疾风群侠传 In-game content art | 本游戏使用 AI 辅助创作部分美术素材。 | 成分复杂游戏实验室 | - | Jul 17, 2026 | |
Wild Crazy 8s In-game content art | Card face art, in-game icons, and some store artwork were generated with locally-run image-generation models (Qwen-Image), then curated and composited by the developer. No AI content is generated at runtime. | Slop Studio | - | Jul 17, 2026 | |
Room 0 In-game content text | AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team. | Room 0 Team | - | Jul 17, 2026 | |
乾坤搜神记 In-game content artaudio | AI tools were utilized for revisions across CG art, music, character assets and environmental scenes. | LI BIN | - | Jul 17, 2026 | |
Run it Back: 90 Days to Race In-game content art | Run It Back: 90 Days to Race is developed solo. Illustrating the game's scenes, key art, and character art by hand wasn't feasible working alone, so AI image-generation tools are used as part of the art pipeline — some pieces generated directly from text prompts, others produced by restyling real photographic references into the game's illustrated art style. All AI-assisted artwork was selected and curated by the developer. No AI-generated content is created live during gameplay. | EmptyFolder Studio | - | Jul 17, 2026 | |
Mythia Wild Bonds In-game content artaudiocode | Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime. | Vilson J. Santos | - | Jul 17, 2026 | |
Cielvia-Inherited By Defeat- In-game content artaudio | Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay. | 桃茂フェリス | - | Jul 17, 2026 | |
Imperium Sine Fine: Eternal Emperor In-game content arttext | As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay. | Peter Norberg | - | Jul 17, 2026 | |
1x1 Street Football: mini soccer PvP In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Jul 17, 2026 | |
LuLuLaLa In-game content art | This game utilizes Generative AI tools to help design 2D User Interface (UI) assets, such as menus, icons, and buttons. | commonsense | - | Jul 17, 2026 | |
Alien Hunt In-game content art | This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me. | Myrt | - | Jul 17, 2026 | |
Dome In-game content art | AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release. | Nenad Juric | - | Jul 17, 2026 | |
Bravest! Side Story: KURIMOTO QUEST In-game content art | We are using AI to create flip phone-style frames. | nazenaninadesico | - | Jul 17, 2026 | |
Sorry, You’re on the Menu In-game content textart | Generative AI tools were used to assist with initial translations of localization texts and as a starting point for a limited number of visual concepts. All AI-assisted translations were manually reviewed and edited. The visual concepts were substantially reworked and adapted by the developer to match the game’s original art style before being included in the final game. | Blue Ember Point | - | Jul 17, 2026 | |
Mystery Detective Adventure 2 In-game content textart | AI was used to translate the game into certain languages. When selecting one of these languages for the first time, a notification appears. Additionally, a marker is displayed next to the language name in the options menu.
Furthermore, AI was utilized to generate some of the graphical assets and may have been used in the creation of videos. | FIVE-BN GAMES | - | Jul 17, 2026 | |
Magic Animal TD In-game content artcode | 1.Generative AI tools were used to assist in creating some in-game art assets.
2.Generative AI tools were used to assist in creating and debugging some in-game code. | San Gu | - | Jul 17, 2026 | |
Elsewar In-game content art | Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present. | Sannatorium Studios | - | Jul 17, 2026 | |
Mana & Merlin: A Wanderful Adventure In-game content text | AI was used for translation. | ATouchOfMagic | - | Jul 17, 2026 | |
Station 42 In-game content artaudio | This game developer uses AI only for a few music tracks (with licence) and one sprite generated and modified FROM the original developer artwork (the main menu "station 42 sprite").
All artwork, ui, and sounds effects do NOT use AI whatsoever. | Adadgio Interactive | - | Jul 17, 2026 | |
Guilty or Not In-game content audio | AI was used to voice the characters. | Maksym Melnyk | - | Jul 16, 2026 | |
Achievement: Global Domination In-game content art | This game has uses ai generated content for some of it's sprites and images | Shodi Game Studio | - | Jul 16, 2026 | |
Heng Rover Mission In-game content audioarttextcode | During the development of this game, generative AI tools were used to assist the developer in several areas:
- Music & Audio: The game's soundtrack and musical scores were entirely generated using AI audio tools.
- Visual Assets: AI tools were used to assist in the texturing process for a selection of 3D models.
- Localization & Text: AI assisted in the translation and localization of the game's text, as well as refining marketing materials and store descriptions.
- Coding: AI coding agents were utilized to assist with programming, code optimization, and debugging.
All AI-assisted assets and code have been carefully reviewed, curated, and integrated by the developer to ensure a cohesive and high-quality player experience. | Roeun Technology | - | Jul 16, 2026 | |
Grinveil In-game content artcode | I’m a User Experience Designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision. | Danny Limanseta | - | Jul 16, 2026 | |
MA 2 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 16, 2026 | |
Cooking Cave In-game content text | AI was used to assist with grammar corrections for in-game text, which were then carefully reviewed and refined by hand.
We use AI solely as a supporting tool. Every aspect of the game is guided by human creativity, and our development process remains firmly centered on manual work. | RawDex | - | Jul 16, 2026 | |
Stream Train In-game content text | We used AI to generate additional chat message ideas based on the initial list we made ourselves. Relevant message ideas were added to the game, some messages were altered to fit, and rest were left on the cutting room floor. | Half Past Yellow | - | Jul 16, 2026 | |
Stambria In-game content artaudiotextcode | Generative AI tools were used during the production of the game as creative and technical support. This applies only to content prepared in advance during development.
AI was used in several areas, including:
Artwork and promotional materials — generating base images, character concepts, interface concepts, reference images, and materials later used as a foundation for manual editing or further production.
3D models — some models are created with the help of AI tools and an image-to-3D workflow, then selected, adjusted, and integrated into the game.
Voice acting — character voices are created using AI-based voice synthesis.
Code and production tools — AI assistants support coding, code analysis, refactoring, and optimization.
Design consultation — AI tools are used as support for analyzing ideas, designing interfaces, refining descriptions, and planning game systems.
The main concept of the game, story structure, quest dependencies, world direction, and dialogue content are created and supervised by the game’s author. Content created with the help of AI is selected, edited, and implemented manually.
The game does not contain AI-generated content created in real time during gameplay. | SEPTEM Daniel Kuczewski | - | Jul 16, 2026 | |
All That Time In-game content audio | Advanced voice generating AI was used to help save time with development. | Ouzzie | 23 | Jul 16, 2026 | |
Doom Reignite In-game content art | Promotional videos and images related to the game's story were rendered with AI | Chengdu Shengming Leyou Network Technology Co., Ltd. | - | Jul 16, 2026 | |
Chakravyuh In-game content audioart | We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services. | Silvine Game Studios | - | Jul 16, 2026 | |
六世余烈 In-game content codetextart | AI for Partial code generation,Language translation and promotional images | 疯狗工作室 | - | Jul 16, 2026 | |
Back 2 Basic In-game content audio | Game files contain AI generated voice lines. | Tyler Strickland | - | Jul 16, 2026 | |
DeepDig: Together In-game content artcode | AI was used for some in game icons, store page images, and some developer workflows in programming. | Wolf Studios | - | Jul 16, 2026 | |
Cozy Cookmaster In-game content artaudiocode | AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Jul 15, 2026 | |
Cybersoul 2 In-game content art | Cybersoul 2 features artwork developed with generative AI. | Recoil Mojo | - | Jul 15, 2026 | |
Digital Survivor In-game content artcode | AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff. | Henrik 'WackyJacky101' Kjærulff | - | Jul 15, 2026 |