Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team.
- Creator
- MinghanWang
- Reviews
- -
- Added
- Sep 13, 2026
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Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team.
Generative AI was used to help draft some in-game text and Steam store / marketing copy. Selected upgrade card icons were purchased as AI-generated assets and then manually edited. All AI-assisted content is reviewed by the developer before shipping.
* Some artwork was created with reference to concept images generated by generative AI * Language localization
We used AI tools during development: part of the source code was written with an AI assistant, and part of the pixel art was generated with PixelLab. Everything was reviewed, edited and tested by the developer by hand. The game generates nothing at runtime — all content is fixed in the build and identical for every player.
All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game.
I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary.
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime.
Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services.
Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime.
Some of the game's artwork was created with the assistance of generative AI during development.
This game contains AI generated models and art.
クオリティアップのために、AIを使用。
Visual effects sheets used image generation LLMs, it is my policy to attempt to update these with human made assets in the future.
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames. Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator. The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first. No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
Some marketing and store page artwork (including capsule images) for 9 Box was created with the assistance of generative AI tools. No AI-generated content is used within the game itself — all gameplay assets, art, and systems are developed manually by the team.
Some of the card artwork in this game is created with the assistance of generative AI tools, and then reviewed and refined by the developer.
Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play.
Used to speed up coding and improve performance.
本作では、キャラクター・背景・UIなどの画像素材、BGM・効果音、シナリオや説明文、およびプログラムの制作に生成AIを活用しています。採用した内容は開発者が確認・選定し、必要に応じて加筆、修正、加工、調整を行っています。 ゲームプレイ中に新たなコンテンツをAIで生成する機能はなく、外部のAIサービスにも接続しません。
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
This game uses AI-assisted tools in the development of certain in-game visuals and assets. Additionally, AI tools were used to assist in the localization and translation of in-game text content. All AI-generated content has been reviewed and edited by the development team. No AI is used to generate content during gameplay, and the game does not connect to any external AI services at runtime.
部分程式碼由ai生成
AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay.
Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay.
AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release.
Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending). We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives. Any AI agent use has been supervised by humans, these agents have not yet unionised.
Gen-AI was used to help debug the game after development.
Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game. For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play. What was made with the help of AI: - Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand. - Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer. - Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community. Game design, gameplay systems and balancing are the developer's own work.
Store page text (the short and long descriptions) was drafted with the help of a generative AI language model, then reviewed and edited by the developer before publication. All art and audio that ships inside the game is human-made and licensed: the creature-family icons are by Lorc and Delapouite from game-icons.net (CC BY 3.0), and the sound effects are by Kenney (CC0). The store and library capsule images were composed programmatically from the game's own icon. The game generates no content at runtime.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot. Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game.
Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored. 일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
AI is unsed for translation, proofreading and improving of the artwork
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
Steam store page logo and cover art made ai tools. Game menu images made ai tools
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files. AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
Some 3D models and all card artwork in this game were created with the assistance of generative AI.
Ai was used to create concept art.
This game was developed with the help of generative AI tools in the following areas. ■ Illustrations and images 2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game. ■ Music The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game. ■ Program code AI coding assistance tools were used for part of the implementation work. ■ Assets that do not involve AI All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License. ■ Rights and legal care All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pig Up In-game content artaudio | Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team. | MinghanWang | - | Sep 13, 2026 | |
Riftmaw In-game content textart | Generative AI was used to help draft some in-game text and Steam store / marketing copy. Selected upgrade card icons were purchased as AI-generated assets and then manually edited. All AI-assisted content is reviewed by the developer before shipping. | Angersh | - | Sep 13, 2026 | |
SubQuest In-game content arttext | * Some artwork was created with reference to concept images generated by generative AI
* Language localization | SubQuest | - | Sep 13, 2026 | |
Don't duck with me Dev only codeart | We used AI tools during development: part of the source code was written with an AI
assistant, and part of the pixel art was generated with PixelLab. Everything was
reviewed, edited and tested by the developer by hand. The game generates nothing at
runtime — all content is fixed in the build and identical for every player. | catana games | - | Sep 13, 2026 | |
ToFaYun 2000 In-game content art | All textual copy, dialogue, and scripts in this game are entirely handcrafted and written by the developer without the use of AI. The background music and sound effects are licensed from Pixabay under commercial-use terms. Generative AI (Leonardo.ai) was utilized strictly to pre-generate initial CG illustrations and concept art, which were subsequently edited and refined manually by the developer before being built into the game. | black_goat_studio | - | Sep 13, 2026 | |
Of Grit & Graves Dev only code | I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary. | Melted Monster Game Studio LLC | - | Sep 13, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
PLEASE STOP THE RAIN In-game content artaudio | Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime. | Missroot | - | Sep 12, 2026 | |
Fable Gear In-game content text | Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services. | Milasuke | - | Sep 12, 2026 | |
Ember Crown In-game content artcodetext | Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services. | PrismDiscus Studio | - | Sep 12, 2026 | |
Boomfrog: Journey Through the Wild Realms In-game content text | Parts of this store page description, along with the in-game achievement names and descriptions, were drafted with the help of an AI assistant and then reviewed and edited by the developer. All artwork, animation, music, sound design, level design and gameplay content in Boomfrog was made by hand or generated procedurally in code. The game does not use generative AI while you play. Nothing in Boomfrog is created or altered by AI at runtime. | D3a1hXSaga Studios | - | Sep 12, 2026 | |
Forest Explorer In-game content art | Some of the game's artwork was created with the assistance of generative AI during development. | Mori Eating | - | Sep 12, 2026 | |
Old Times In-game content art | This game contains AI generated models and art. | Aluminum Dog | - | Sep 12, 2026 | |
推しファイター 〜囚われたファンを救出せよ!〜 Unclear | クオリティアップのために、AIを使用。 | MGK Inc. | - | Sep 12, 2026 | |
Mendicant Sea In-game content art | Visual effects sheets used image generation LLMs, it is my policy to attempt to update these with human made assets in the future. | BLYTHE | - | Sep 12, 2026 | |
100 Years Atop Mount Ellumbee In-game content arttextaudio | The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model. | Sweet Puppy Media | - | Sep 12, 2026 | |
9 Box | Some marketing and store page artwork (including capsule images) for 9 Box
was created with the assistance of generative AI tools. No AI-generated
content is used within the game itself — all gameplay assets, art, and
systems are developed manually by the team. | BudGamesCorp | - | Sep 12, 2026 | |
Evons In-game content art | Some of the card artwork in this game is created with the assistance of generative AI tools, and then reviewed and refined by the developer. | Evons Games | - | Sep 12, 2026 | |
Aspect Arena In-game content text | Some of this game's written text, including this store page and some in-game descriptions, was drafted with the help of an AI assistant and then edited by hand. The rest is not AI-generated: the pixel art is hand-drawn or from licensed asset packs, the audio comes from a licensed sound pack, and every screenshot and capsule image is composed from real in-game captures. Nothing is generated while you play. | Legium Games | - | Sep 12, 2026 | |
Fortryv Dev only code | Used to speed up coding and improve performance. | RIck Voker | - | Sep 12, 2026 | |
ねこっとラーメン In-game content artaudiotextcode | 本作では、キャラクター・背景・UIなどの画像素材、BGM・効果音、シナリオや説明文、およびプログラムの制作に生成AIを活用しています。採用した内容は開発者が確認・選定し、必要に応じて加筆、修正、加工、調整を行っています。
ゲームプレイ中に新たなコンテンツをAIで生成する機能はなく、外部のAIサービスにも接続しません。 | BunSoft | - | Sep 12, 2026 | |
The Last Ranger In-game content art | Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date. | NoRestForTheBest | - | Sep 12, 2026 | |
The Last Helm | This game uses AI-assisted tools in the development of certain in-game visuals
and assets. Additionally, AI tools were used to assist in the localization and
translation of in-game text content. All AI-generated content has been reviewed
and edited by the development team. No AI is used to generate content during
gameplay, and the game does not connect to any external AI services at runtime. | Red Shed Studio | - | Sep 12, 2026 | |
貓貓盒CATBOX Dev only code | 部分程式碼由ai生成 | DREJ | - | Sep 12, 2026 | |
The Last Shrinekeeper In-game content artaudio | AI is used to generate concept art, 3D models, audio, and Steam store images. Models are manually refined and hand-textured. No AI content is generated during gameplay. | Crescent Twilight Software | - | Sep 12, 2026 | |
Yorick: Worlds in Bloom In-game content art | Generative AI was used during development for early visual exploration and as a creative assistance tool. Any AI-assisted visual material included in the game or store assets is substantially edited and art-directed by the developer. Final game art, visual design, and implementation are created and curated by the developer. No generative AI is used during gameplay. | 74BIT | - | Sep 12, 2026 | |
喂饭人 In-game content text | AI translation tools were used to create first-pass localization drafts. All final text was reviewed and edited by human speakers before release. | Nanyang Wancheng District Nadouzhong Game Development Co., Ltd. | - | Sep 12, 2026 | |
Anvilborn In-game content arttext | Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service. | Nokiworks | - | Sep 12, 2026 | |
Slightly Random Dungeons In-game content artaudiotext | Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised. | Slightly Random Studios | - | Sep 12, 2026 | |
Life's Too Short: On Reflection Dev only | Gen-AI was used to help debug the game after development. | Pixel Ghost | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Runigrim In-game content artcode | We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game.
For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability. | Labrintine | - | Sep 12, 2026 | |
Koruxa- IDLE RPG In-game content arttextcode | Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work. | NM Customs | - | Sep 11, 2026 | |
Idle Realms: Rise In-game content text | Store page text (the short and long descriptions) was drafted with the help of a generative AI language model, then reviewed and edited by the developer before publication.
All art and audio that ships inside the game is human-made and licensed: the creature-family icons are by Lorc and Delapouite from game-icons.net (CC BY 3.0), and the sound effects are by Kenney (CC0). The store and library capsule images were composed programmatically from the game's own icon.
The game generates no content at runtime. | Dragon Flame Games Studio | - | Sep 11, 2026 | |
Arcane Legion In-game content arttext | Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering. | MrLiuYX | - | Sep 11, 2026 | |
Emberholme Store/marketing art | Generative AI was used during the production of selected Steam store marketing artwork, including the panoramic key art and artwork derived from it for store capsules and library assets. The artwork was based on Emberholme’s in-game visual identity and was subsequently edited and prepared for the required Steam formats. The shipped game does not use generative AI. Its dialogue, gameplay content and living adventurer behaviour are authored and data driven, with no live-generated content. | Goyski | - | Sep 10, 2026 | |
Don't Die! You got 1 Life! In-game content artcode | This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material. | Mackenzie Taylor | - | Sep 10, 2026 | |
Redemptions Ocean In-game content artaudiotext | Generative AI is used as part of the development process for character illustrations, background images, background music (BGM), the implementation of custom gameplay systems, and user interface (UI) elements. | 無名&無名 | - | Sep 10, 2026 | |
Keepers of the Farkle In-game content arttext | "In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita." | Keepers of the Light LLC | - | Sep 10, 2026 | |
Spirit of the Birch In-game content art | In this game, AI was used a little bit to help create some sprites and textures. Everything was edited by the developer before being added to the game. | Primych | - | Sep 10, 2026 | |
Lionheart: The Spirit Within In-game content art | Generative AI tools were used during development to assist in creating some environmental artwork, textures, and 3D models. The generated assets were subsequently selected, edited, optimized, and integrated into the game by the developer. No generative AI is used during gameplay. | Kinokulak | - | Sep 10, 2026 | |
Soul Monsters: Gael's Survival In-game content arttext | Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다. | Industrial Miracle | - | Sep 10, 2026 | |
Spellarium 14 SE | AI is unsed for translation, proofreading and improving of the artwork | LGT SIA | - | Sep 10, 2026 | |
跑得快 PaoDeKuai In-game content artaudio | Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service. | PixelForge | - | Sep 10, 2026 | |
Pirate Guy 2 New Land Store/marketing art | Steam store page logo and cover art made ai tools. Game menu images made ai tools | Valkeala Software | - | Sep 10, 2026 | |
Slime on Top Live AI artaudiotextcode | All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists. | oko | - | Sep 10, 2026 | |
我的桌宠会修仙 In-game content arttext | Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat. | FunPlaceGame | - | Sep 10, 2026 | |
Are You an Honest Merchant? In-game content art | Some 3D models and all card artwork in this game were created with the assistance of generative AI. | jepmem | - | Sep 10, 2026 | |
Slime Kingdom: The Tale of the Slime That Became a Hero Dev only art | Ai was used to create concept art. | Slime Kingdom games | - | Sep 10, 2026 | |
つみこめ!イカサマ魔法麻雀 In-game content artaudiocode | This game was developed with the help of generative AI tools in the following areas.
■ Illustrations and images
2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game.
■ Music
The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Assets that do not involve AI
All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License.
■ Rights and legal care
All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work. | Miyadaiku | - | Sep 10, 2026 |