AI was used to generate the space background image for the main menu, gameplay stage, trailers and game banners.
- Creator
- Christian Quilez Navarro
- Reviews
- -
- Added
- Oct 19, 2026
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AI was used to generate the space background image for the main menu, gameplay stage, trailers and game banners.
Pre-generated content only; nothing is generated live while playing. - Localization: the translations into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, German, French and Russian were produced with AI and checked automatically for completeness. - Writing: parts of the in-game text (item descriptions, quests, dialogue, story text) and the store page text were drafted with AI assistance and edited by the developer. - Art: the 3D models, icons and store images are procedural low-poly models built in code and captured from the game itself.
"Generative AI tools were used during the creation of some in-game graphics and visual artwork. The generated assets were reviewed and post-processed during development before being included in the final game."
Generative AI was used during development to assist in creating visual art assets, including character, card, environment, and promotional artwork. These assets are pre-generated and included with the game. The game does not use generative AI during gameplay.
CORD:EX is designed by a single developer and produced with an AI team. We disclose this openly — the making of the game is part of the project. AI-generated content that ships in the game (pre-generated, then reviewed, selected and edited by the developer): - All character, enemy and environment illustrations - 2D sprite animations made by image-to-video generation from those illustrations - 3D environment models and props created with 3D generation tools, then assembled, edited and lit by hand in the engine and Blender - All music - Store and marketing artwork derived from the same assets - In-game names, dialogue and effect text: written and finalised by the developer, with partial AI assistance in drafting The game's code is written by AI coding agents (Claude, Codex) working from the developer's design documents and task board, with automated tests and the developer's review. Not AI-generated: sound effects (royalty-free public libraries such as Pixabay, some lightly edited by hand); game rules, card and skill design, world-building, narrative structure and balancing — the developer's original work (the game began as a physical card game in 2024). The game does not generate any content with AI while you play.
Generative AI disclosure: the artwork of this game (scenes, objects, symbols and menus) was created with an AI image model (ChatGPT's image generation, by OpenAI), then assembled, cut out and retouched by the developer. All sound effects and music were created with an AI audio model (Stable Audio), then edited and mixed by the developer. The story and the texts, in French and in English, were written with the help of an AI language model (Claude, by Anthropic) and reviewed by the developer. All of this content was produced before release: the game does not generate any content while you play and does not connect to any AI service.
The BGM used in the game is AI-generated music. AI assistance was utilized in creating visual assets such as icons, and certain bulk text content (such as the disciple name pool) was also generated by AI.
Generative AI was used during development to help write the in-game text (dialogue, the manual and so on) and the store description. During play, the replies of your partner Machi are generated on the spot by an AI model running on your PC (Qwen3.5) and voiced with VOICEVOX speech synthesis. All AI runs locally on your PC; no external AI services are used.
The pictures of the dishes and drinks, the upgrade illustrations and the icons in SIM Chef were made with AI image tools, in a style I chose, and every image was checked by hand. The translations into other languages were also made with AI. Some of the game's texts were written and reviewed with AI help. Nothing in the game is generated by AI while you play.
Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay.
AI-generated content is used for localization in languages other than English and Chinese, and for the header and library images used on the Steam store page. AI is also used to assist programming.
Generative AI was used to create app and desktop shortcut icon artwork for Stormtide Skies.
Specifically, AI was applied to the following tasks: - Texture normalization - Logo generation - Generation of simple 3D models - Code consultation and subsequent refinement - Voice generation
Some of the in-game images are AI-generated, but have been rigorously optimized by our development team.
AI tools assisted in the development of this game and its promotional material. The design, the direction and the final say on everything you see are the developer's own. Music and sound effects are by human artists. No AI content is generated while you play.
Some of the game's artwork (character portraits, card illustrations, item and background art) was created with AI image tools and then selected, edited and assembled by the developer. Parts of the code were written with the help of AI coding assistants and were reviewed and tested by the developer. The game does not generate any AI content while it is running.
During development, some achievement icons and translations were created with the assistance of AI tools and packaged as fixed local resources. The store screenshots depict actual game play footage. The reference images are solely for style guidance and have not been cropped into game assets. The music was arranged with the aid of tools and rendered using instrument samples with CC0 licenses, and the sound effects incorporate CC0 licensed materials. The game does not connect to AI services during runtime, nor does it generate dialogues, images, or music in real-time.
Using AI to generate code and images
Some 3D models were created with the help of AI tools.
Translations: AI tools were used to localize and translate in-game text, ensuring clear communication of mechanics across multiple languages. Graphics: AI generation was used partially for some graphical assets and textures; these assets were manually refined to ensure consistency with the game's overall visual style.
Generative AI was used only for select store artwork and ape character portraits.
Some of this game's content was made with the help of generative AI: the live-action video in the opening sequence (provisional) and the translations of the game's text.
Some artwork in this game was created using generative AI. Steam community assets, including trading cards, may also have been created using generative AI.
AI Content Disclosure The entire game – gameplay, features, story, dialogue, design, and UI – is made by humans. AI was used in two specific places: 1. Announcer voice (optional): All announcer lines are written by our writer; the voice is AI text-to-speech. The announcer adapts to the match by selecting from these pre-written lines. Experimental feature, can be disabled in settings. 2. Rendering assistance for the visual novel: The story and dialogue are written by our authors. All visual novel art is based on our own assets – character designs come from the official 3D models and artwork of the tabletop game, backgrounds from in-game screenshots. AI helped translate them into the novel's 2D style; every image was then retouched and corrected by our artists. Minor artifacts may remain. Spotted one? Please report it, we're actively fixing them.
Generative AI was used to create selected branding artwork and three optional short Chinese voice phrases, and to assist with the translation of interface text. These assets and translations were prepared during development and are included with the game. No AI content is generated during gameplay, and the game does not connect to generative AI services while running.
Generative AI was used during the development of this game to help create some visual assets, including character and monster images, environments, UI illustrations, and skill effects. The developer reviewed, edited, and integrated these assets into the game.
The game partially uses generative AI for localization.
Generative AI was used to create images, text, and audio for this game.
AI tools wer used to help with graphical assets on Steam page
This game uses generative AI tools to create some of its art assets; the final content was reviewed and edited by the developer.
Desktop Tower Survivor is designed and directed by a solo developer. AI tools assisted in producing some of the game's visual assets (renders of skins, backgrounds and effects made through code and then adjusted by the developer).
As a solo developer, I recorded most of the voice lines myself, then used voice mods to make them sound like other people. It is still 100% my performance.
Skull's Impossible Quest uses AI content that was generated before release: the spoken lines of the characters, in English and Japanese, were generated with ElevenLabs voices. The translations of the game text and of the store page were produced with AI language models and checked for cultural and sensitivity issues, but not yet by native speakers of every language, so errors may remain; players can report them. No AI content is generated while you play, and the game sends no player data to any AI service.
Generative AI tools were used during development to help create some visual assets, including character and environment models, icons and promotional artwork, and the cinematic trailer. These assets are prepared before release. The game does not generate AI content during gameplay.
We have used AI to assist in identifying bugs during tests.
Core game designed and built by hand since Jan 2024, AI helped with some polish, balance and art past 6 months.
Some of the content in Hell March was made with the help of generative AI tools. The music was created with AI music tools, and some sound effects were generated with AI alongside a licensed sound library. Interface and achievement icons (units, enemies, bosses, upgrades, technologies and relics) were generated with AI image tools and then edited and adapted by the developer. The translations into the game's supported languages and parts of the store page text were produced with AI assistance. The game does not generate any content with AI while you play.
Some visual assets and portions of the writing and localization were produced with generative-AI assistance during development. The game uses pre-created content; it does not generate content with AI while you play.
Pixel art, sound effects, in-game text and store page text were created with the help of AI (Anthropic's Claude) under the developer's direction, and reviewed and edited by the developer. The music was composed using Suno. Store capsule art was made with the help of Microsoft Copilot. Game design, systems and balance are the developer's own. No AI content is generated during gameplay. Voice-over in some promotional videos is AI-generated.
Docked Realms was made by a small team with generative AI tools as part of the production pipeline. Every AI-assisted asset was directed, selected, edited and approved by people. - Trailer. The Act I trailer is cut from short clips made with AI video generation models, built from our own character art. Its music was generated with Suno. Shot selection, editing, pacing and sound placement were done by the team. - Art. Hero and creature designs, portraits, and many of the icons and backgrounds were created with AI image generation models under art direction, then revised and selected by hand against the game's existing designs. - Sprite animation. In-game character animations were derived from AI-generated video (image-to-video from our character art). Frames were chosen, cut, cleaned and assembled into sprite sheets by the team. - Music and sound. The Act I music loops were generated with ACE-Step 1.5, a locally run model whose license allows commercial use, and some sound effects contain layers made with MOSS-SoundEffect v2.0 (Apache-2.0). These were combined with CC0 sound libraries and our own synthesis, then edited and mixed by the team. The menu music was made by hand, without AI. - Writing. Approximately half of the in-game text, including parts of the story, was first drafted with an AI language model and then edited by the team.
Generative AI tools were used during development to generate artwork, music, manual text, and code assets. All assets were curated and manually edited by the solo developer prior to release.
AI has been used to help develop the game's cover art.
Port Control is a solo project, with help from a few freelancers. I designed Rail Route (2018-2024), and that's where I learned how to make proper games. I use AI to improve my workflows and as a tool in the creative process. I review and approve everything that goes into the game, and its design follows my own creative direction. Bitrich.info Ltd owns, or is licensed to use, all content in the game. The game does not generate any AI content while you play, and none of your data is sent to AI services.
Generative AI tools were used during development, everything has been edited and processed by humans.
Generative AI was used during development as references to assist with early drafts for some written content. However, all writing was reviewed and rewritten by the developer. No generative AI content is used during gameplay.
This game combines my original concept and creative direction with AI-assisted programming, artwork, and audio production.
Skull Survivor uses AI content that was generated before release: the character voices (the Skull, the Imp and the realm opening lines), the sound effects (for example pickup and evolution sounds) and the music were generated with ElevenLabs. The translations of the game text and of the store page into 27 languages were produced with AI language models and checked for cultural and sensitivity issues, but not yet by native speakers of every language, so errors may remain; players can report them. No AI content is generated while you play, and the game sends no player data to any AI service.
We use generative AI to translate the game into other languages, assist with user interface design, and help optimize the game’s performance.
Feramek Protocols is made by a solo developer who uses AI tools to support development. Some of the art was made with AI assistance and then reviewed and polished by hand. The rest is hand-crafted. The translations were also made with AI assistance.
Some 3D models in the game were built using AI-assisted modelling scripts, and some sound effects were created with AI-written sound synthesis code rather than recorded. All of this content was reviewed and edited by the developer. Most characters, buildings and environment art come from licensed, human-made asset packs. The game does not generate any content with AI while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Kamikaze Aliens Store/marketing art | AI was used to generate the space background image for the main menu, gameplay stage, trailers and game banners. | Christian Quilez Navarro | - | Oct 19, 2026 | |
Greyward: Castaway Survival In-game content arttext | Pre-generated content only; nothing is generated live while playing.
- Localization: the translations into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, German, French and Russian were produced with AI and checked automatically for completeness.
- Writing: parts of the in-game text (item descriptions, quests, dialogue, story text) and the store page text were drafted with AI assistance and edited by the developer.
- Art: the 3D models, icons and store images are procedural low-poly models built in code and captured from the game itself. | TTGO | - | Oct 19, 2026 | |
TITAN'S CELL: NYMPH In-game content art | "Generative AI tools were used during the creation of some in-game graphics and visual artwork. The generated assets were reviewed and post-processed during development before being included in the final game." | Duckring | - | Oct 19, 2026 | |
Elemental Vanguard In-game content art | Generative AI was used during development to assist in creating visual art assets, including character, card, environment, and promotional artwork. These assets are pre-generated and included with the game. The game does not use generative AI during gameplay. | ZHONGZHENG COTTAGE | - | Oct 19, 2026 | |
CORD:EX MAGIAS In-game content artaudiotextcode | CORD:EX is designed by a single developer and produced with an AI team. We disclose this openly — the making of the game is part of the project.
AI-generated content that ships in the game (pre-generated, then reviewed, selected and edited by the developer):
- All character, enemy and environment illustrations
- 2D sprite animations made by image-to-video generation from those illustrations
- 3D environment models and props created with 3D generation tools, then assembled, edited and lit by hand in the engine and Blender
- All music
- Store and marketing artwork derived from the same assets
- In-game names, dialogue and effect text: written and finalised by the developer, with partial AI assistance in drafting
The game's code is written by AI coding agents (Claude, Codex) working from the developer's design documents and task board, with automated tests and the developer's review.
Not AI-generated: sound effects (royalty-free public libraries such as Pixabay, some lightly edited by hand); game rules, card and skill design, world-building, narrative structure and balancing — the developer's original work (the game began as a physical card game in 2024).
The game does not generate any content with AI while you play. | ROMANTiSTAR | - | Oct 19, 2026 | |
Liberate : escape game à deux In-game content artaudiotext | Generative AI disclosure: the artwork of this game (scenes, objects, symbols and menus) was created with an AI image model (ChatGPT's image generation, by OpenAI), then assembled, cut out and retouched by the developer. All sound effects and music were created with an AI audio model (Stable Audio), then edited and mixed by the developer. The story and the texts, in French and in English, were written with the help of an AI language model (Claude, by Anthropic) and reviewed by the developer. All of this content was produced before release: the game does not generate any content while you play and does not connect to any AI service. | Simeon SCHROEDER | - | Oct 19, 2026 | |
修仙98 In-game content audioarttext | The BGM used in the game is AI-generated music. AI assistance was utilized in creating visual assets such as icons, and certain bulk text content (such as the disciple name pool) was also generated by AI. | 番茄汤仙人 | - | Oct 19, 2026 | |
Awaiting Orders: Machi Live AI text | Generative AI was used during development to help write the in-game text (dialogue, the manual and so on) and the store description. During play, the replies of your partner Machi are generated on the spot by an AI model running on your PC (Qwen3.5) and voiced with VOICEVOX speech synthesis. All AI runs locally on your PC; no external AI services are used. | trefun soft | - | Oct 19, 2026 | |
SIM Chef: Restaurant management In-game content arttext | The pictures of the dishes and drinks, the upgrade illustrations and the icons in SIM Chef were made with AI image tools, in a style I chose, and every image was checked by hand. The translations into other languages were also made with AI. Some of the game's texts were written and reviewed with AI help. Nothing in the game is generated by AI while you play. | Bernardo Nunes Pinheiro | - | Oct 19, 2026 | |
旧物小铺 Dev only artcode | Generative AI tools were used during development to create some visual assets and to assist with writing, modifying, and debugging code. All AI-generated or AI-assisted content was reviewed, adjusted, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Time Scrap Workshop | - | Oct 19, 2026 | |
DeskTrack In-game content textartcode | AI-generated content is used for localization in languages other than English and Chinese, and for the header and library images used on the Steam store page. AI is also used to assist programming. | CoffeeLoong Games | - | Oct 19, 2026 | |
Stormtide Skies In-game content art | Generative AI was used to create app and desktop shortcut icon artwork for Stormtide Skies. | Mystserymike71 | - | Oct 19, 2026 | |
1001 Jang In-game content artcodeaudio | Specifically, AI was applied to the following tasks:
- Texture normalization
- Logo generation
- Generation of simple 3D models
- Code consultation and subsequent refinement
- Voice generation | Vachach Games | - | Oct 19, 2026 | |
Card Cultivation In-game content art | Some of the in-game images are AI-generated, but have been rigorously optimized by our development team. | DarkIndex | 716 | Oct 19, 2026 | |
Dwarven Shift 98 Store/marketing arttext | AI tools assisted in the development of this game and its promotional material. The design, the direction and the final say on everything you see are the developer's own. Music and sound effects are by human artists. No AI content is generated while you play. | Svenno | - | Oct 19, 2026 | |
Anvil Life In-game content artcode | Some of the game's artwork (character portraits, card illustrations, item and background art) was created with AI image tools and then selected, edited and assembled by the developer. Parts of the code were written with the help of AI coding assistants and were reviewed and tested by the developer. The game does not generate any AI content while it is running. | Emre Bulut | - | Oct 19, 2026 | |
妖怪温泉旅馆 In-game content arttext | During development, some achievement icons and translations were created with the assistance of AI tools and packaged as fixed local resources. The store screenshots depict actual game play footage. The reference images are solely for style guidance and have not been cropped into game assets. The music was arranged with the aid of tools and rendered using instrument samples with CC0 licenses, and the sound effects incorporate CC0 licensed materials. The game does not connect to AI services during runtime, nor does it generate dialogues, images, or music in real-time. | Bannye | - | Oct 19, 2026 | |
暗黑深井 Unclear artcode | Using AI to generate code and images | 灯泡头工作室 | - | Oct 19, 2026 | |
Mr. Tanaka In-game content art | Some 3D models were created with the help of AI tools. | KDY Studio | - | Oct 19, 2026 | |
PYRTHEOS In-game content textart | Translations: AI tools were used to localize and translate in-game text, ensuring clear communication of mechanics across multiple languages.
Graphics: AI generation was used partially for some graphical assets and textures; these assets were manually refined to ensure consistency with the game's overall visual style. | NEBAN | - | Oct 19, 2026 | |
Apewar Store/marketing art | Generative AI was used only for select store artwork and ape character portraits. | Radatomic Studios | 3.6k | Oct 19, 2026 | |
Cubic Trance In-game content arttext | Some of this game's content was made with the help of generative AI: the live-action video in the opening sequence (provisional) and the translations of the game's text. | MONOKU SAS | - | Oct 19, 2026 | |
Tiny Onion Knight In-game content art | Some artwork in this game was created using generative AI. Steam community assets, including trading cards, may also have been created using generative AI. | Fasu Studio | 123 | Oct 18, 2026 | |
Infinity: HexaDome Tactics In-game content audioart | AI Content Disclosure
The entire game – gameplay, features, story, dialogue, design, and UI – is made by humans. AI was used in two specific places:
1. Announcer voice (optional): All announcer lines are written by our writer; the voice is AI text-to-speech. The announcer adapts to the match by selecting from these pre-written lines. Experimental feature, can be disabled in settings.
2. Rendering assistance for the visual novel: The story and dialogue are written by our authors. All visual novel art is based on our own assets – character designs come from the official 3D models and artwork of the tabletop game, backgrounds from in-game screenshots. AI helped translate them into the novel's 2D style; every image was then retouched and corrected by our artists. Minor artifacts may remain. Spotted one? Please report it, we're actively fixing them. | Blindspot Games | 119 | Oct 18, 2026 | |
N in One 益智小游戏合集:2048、连连看、泡泡龙、消灭星星 In-game content artaudiotext | Generative AI was used to create selected branding artwork and three optional short Chinese voice phrases, and to assist with the translation of interface text. These assets and translations were prepared during development and are included with the game. No AI content is generated during gameplay, and the game does not connect to generative AI services while running. | PixelForge Studio | - | Oct 18, 2026 | |
卜卦与割草 In-game content art | Generative AI was used during the development of this game to help create some visual assets, including character and monster images, environments, UI illustrations, and skill effects. The developer reviewed, edited, and integrated these assets into the game. | KuKu Games | - | Oct 18, 2026 | |
TaskFall In-game content text | The game partially uses generative AI for localization. | CarpathianCat | - | Oct 18, 2026 | |
破壊伝説 瓦井 In-game content arttextaudio | Generative AI was used to create images, text, and audio for this game. | 虚真 | - | Oct 18, 2026 | |
Trash Inc. Store/marketing art | AI tools wer used to help with graphical assets on Steam page | Sunbeam Studio | - | Oct 18, 2026 | |
Popwork 职场爆爆乐 In-game content art | This game uses generative AI tools to create some of its art assets; the final content was reviewed and edited by the developer. | Popwork | - | Oct 18, 2026 | |
Desktop Tower Survivor In-game content art | Desktop Tower Survivor is designed and directed by a solo developer. AI tools assisted in producing some of the game's visual assets (renders of skins, backgrounds and effects made through code and then adjusted by the developer). | Kalgator | 18 | Oct 18, 2026 | |
Sunken Realms In-game content audio | As a solo developer, I recorded most of the voice lines myself, then used voice mods to make them sound like other people. It is still 100% my performance. | Magic Puncher Games | 103 | Oct 18, 2026 | |
Skull's Impossible Quest In-game content audiotext | Skull's Impossible Quest uses AI content that was generated before release: the spoken lines of the characters, in English and Japanese, were generated with ElevenLabs voices. The translations of the game text and of the store page were produced with AI language models and checked for cultural and sensitivity issues, but not yet by native speakers of every language, so errors may remain; players can report them. No AI content is generated while you play, and the game sends no player data to any AI service. | Chris Lucian | 13 | Oct 18, 2026 | |
Dread Wardens In-game content art | Generative AI tools were used during development to help create some visual assets, including character and environment models, icons and promotional artwork, and the cinematic trailer. These assets are prepared before release. The game does not generate AI content during gameplay. | Forsaken Scripts | - | Oct 18, 2026 | |
Line Clear Dev only | We have used AI to assist in identifying bugs during tests. | DannyBz | - | Oct 18, 2026 | |
Torreta In-game content art | Core game designed and built by hand since Jan 2024, AI helped with some polish, balance and art past 6 months. | Ricardson Albuquerque | - | Oct 18, 2026 | |
Hell March In-game content audioarttext | Some of the content in Hell March was made with the help of generative AI tools. The music was created with AI music tools, and some sound effects were generated with AI alongside a licensed sound library. Interface and achievement icons (units, enemies, bosses, upgrades, technologies and relics) were generated with AI image tools and then edited and adapted by the developer. The translations into the game's supported languages and parts of the store page text were produced with AI assistance. The game does not generate any content with AI while you play. | kairosumida | - | Oct 18, 2026 | |
MERDAN: Night Protocol In-game content arttext | Some visual assets and portions of the writing and localization were produced with generative-AI assistance during development. The game uses pre-created content; it does not generate content with AI while you play. | Hamza DURAK | - | Oct 18, 2026 | |
Spells of Arcanetheria In-game content artaudiotext | Pixel art, sound effects, in-game text and store page text were created with the help of AI (Anthropic's Claude) under the developer's direction, and reviewed and edited by the developer. The music was composed using Suno. Store capsule art was made with the help of Microsoft Copilot. Game design, systems and balance are the developer's own. No AI content is generated during gameplay. Voice-over in some promotional videos is AI-generated. | Noxelf Studios | - | Oct 18, 2026 | |
Docked Realms In-game content artaudiotext | Docked Realms was made by a small team with generative AI tools as part of the production pipeline. Every AI-assisted asset was directed, selected, edited and approved by people.
- Trailer. The Act I trailer is cut from short clips made with AI video generation models, built from our own character art. Its music was generated with Suno. Shot selection, editing, pacing and sound placement were done by the team.
- Art. Hero and creature designs, portraits, and many of the icons and backgrounds were created with AI image generation models under art direction, then revised and selected by hand against the game's existing designs.
- Sprite animation. In-game character animations were derived from AI-generated video (image-to-video from our character art). Frames were chosen, cut, cleaned and assembled into sprite sheets by the team.
- Music and sound. The Act I music loops were generated with ACE-Step 1.5, a locally run model whose license allows commercial use, and some sound effects contain layers made with MOSS-SoundEffect v2.0 (Apache-2.0). These were combined with CC0 sound libraries and our own synthesis, then edited and mixed by the team. The menu music was made by hand, without AI.
- Writing. Approximately half of the in-game text, including parts of the story, was first drafted with an AI language model and then edited by the team. | CA Studio | - | Oct 18, 2026 | |
Clanker Calamity In-game content artaudiotextcode | Generative AI tools were used during development to generate artwork, music, manual text, and code assets. All assets were curated and manually edited by the solo developer prior to release. | Isolation Inc | - | Oct 18, 2026 | |
Click the Red Button! Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 18, 2026 | |
Port Control Dev only | Port Control is a solo project, with help from a few freelancers.
I designed Rail Route (2018-2024), and that's where I learned how to make proper games. I use AI to improve my workflows and as a tool in the creative process. I review and approve everything that goes into the game, and its design follows my own creative direction.
Bitrich.info Ltd owns, or is licensed to use, all content in the game. The game does not generate any AI content while you play, and none of your data is sent to AI services. | Angel | - | Oct 18, 2026 | |
Fuck The Ocean Dev only | Generative AI tools were used during development, everything has been edited and processed by humans. | EO4 Games | 35 | Oct 18, 2026 | |
Starfire Skies Dev only text | Generative AI was used during development as references to assist with early drafts for some written content. However, all writing was reviewed and rewritten by the developer. No generative AI content is used during gameplay. | Layoff Games | - | Oct 18, 2026 | |
Project Blob In-game content artaudiocode | This game combines my original concept and creative direction with AI-assisted programming, artwork, and audio production. | Lexmodia | - | Oct 18, 2026 | |
Skull Survivor In-game content audiotext | Skull Survivor uses AI content that was generated before release: the character voices (the Skull, the Imp and the realm opening lines), the sound effects (for example pickup and evolution sounds) and the music were generated with ElevenLabs. The translations of the game text and of the store page into 27 languages were produced with AI language models and checked for cultural and sensitivity issues, but not yet by native speakers of every language, so errors may remain; players can report them. No AI content is generated while you play, and the game sends no player data to any AI service. | Chris Lucian | - | Oct 18, 2026 | |
Train Station Tycoon In-game content textart | We use generative AI to translate the game into other languages, assist with user interface design, and help optimize the game’s performance. | Abyssal Interactive | 97 | Oct 18, 2026 | |
Feramek Protocols In-game content arttext | Feramek Protocols is made by a solo developer who uses AI tools to support development. Some of the art was made with AI assistance and then reviewed and polished by hand. The rest is hand-crafted.
The translations were also made with AI assistance. | Frostice Dev | - | Oct 18, 2026 | |
The Last Kilowatt In-game content artaudiocode | Some 3D models in the game were built using AI-assisted modelling scripts, and some sound effects were created with AI-written sound synthesis code rather than recorded. All of this content was reviewed and edited by the developer. Most characters, buildings and environment art come from licensed, human-made asset packs. The game does not generate any content with AI while you play. | HGSoftware | - | Oct 18, 2026 |