Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools.
- Creator
- KOEX studio
- Reviews
- -
- Added
- Jul 8, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools.
Some text on this Steam store page and in related marketing materials was drafted with the help of generative AI tools and then reviewed and edited by the developer. The game's artwork, characters, animations, and audio are created by the developer and are not AI-generated. The game does not use generative AI to create any content during gameplay.
Slimeball Castle Wars was made by a solo developer with the help of generative AI tools. AI was used during development to help create: Music and audio — background music tracks were made using AI music-generation tools. Art and sprites — building art, unit sprites, and other in-game graphics were created or assisted with AI image tools. In-game text — some descriptions and written content were drafted with AI assistance. Code — parts of the game's code were written with the help of an AI coding assistant.
AI is used for all sounds: sounds effects, musics.
We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team.
This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use.
A game created with the help of "vibe coding." Some assets were created using AI.
Some music, sound effects, and UI icons in Riftslayer were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and selected by the developer before being included in the game.
C helps about the game.
In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game. I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers.
Some visual assets and music in the game were created with the assistance of AI tools.
This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay.
Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work.
Our team uses generative AI tools to assist in developing some assets.
部分 周边C++ 代码 ,非核心代码,大约占40% AI 生成。比如, 1、读写带BOM 的utf8格式文本文件。 2、解析 json格式数据 通过调用boost实现。 3、 任务系统的配置文件生成。 4、http 访问封装。 5、各自测试单元,测试用例。 6、调用AI接口, 驱动NPC 跟玩家对话, 通过调用curl 封装后 调用 deepseek API 实现。 7、TapDB的sdk 对接。 8、声音播放,对UE 调用的声音相关API,进行封装。上层代码使用不依赖UE的接口。 AI生成物品图片。 游戏中有几千种物品道具, 其中95%属于补位物品, AI 生成,游戏中把真实有价值的物品隐藏其中。
Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations.
Artificial intelligence was used as a supporting tool to help organize the project, structure ideas, and assist throughout development. The game's design, gameplay, programming, and all creative decisions were created by the developer.
My game uses artificial intelligence tools to assist in the creation of certain visual assets, including a number of images and illustrations used in the game's library assets and promotional materials.
AI is used in some of the images on the store page and in the game title.
The program generates Chess player profiles and Evaluations of certain chess positions with the help of chess engines and AI.
The in-game music was created through a collaboration between human composition and AI-assisted tools. Some promotional images displayed on the Steam Store page were also created using AI-assisted tools.
The document images in this game were generated with AI assistance.
The comic images in this game were generated with the assistance of AI.
Generative AI is used solely for generating initial drafts of certain static assets.
Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay.
Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer.
Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools.
Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime.
Generative AI tools were used to help create some of the 2D store and marketing graphics (e.g. store capsule images). These assets were reviewed and finalized by the developer, who holds the rights to use them. No generative AI is used for content inside the game, and no AI-generated content is produced live during gameplay.
Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo.
During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer. We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team.
本游戏美术素材使用生成式AI
Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools: - Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer. - Sound effects were produced with AI-assisted audio generation tools. - English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer. All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime.
Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay.
Hired as an assistant for writing programming code. They weren't of much use.
AI used in the creation of some graphic resources
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
Some textures and some code has been created with AI assistance.
Google AI Studio Build and Antigravity were used for coding. ChatGPT was used for design. Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images. Suno was used for the BGM. ElevenLabs Sound Effects was used for the sound effects.
General coding. General imagery, including character art and skill icons. All BGM. Some sound effects. General translation.
IA was used for the 2d animation that Will be on the marketing video.
Generative AI was used to create promotional video content for the game's marketing materials (specifically, a cinematic trailer generated with Kling AI). The game's core assets, gameplay, artwork, and audio were created by the development team. No AI-generated content is included in the in-game experience itself.
Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game.
Some images and code were created with the assistance of generative AI.
The background images and cats pictures are pre-rendered AI art
Generative AI has been used when creating some of the images in the menu and as well as when editing some parts of the audio tracks.
The front-end and some of the art-assets have been created with the help of AI.
We used AI to assist with the development of this game, including the combat system, game packaging, FMV sequences, and sprite creation.
This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication.
Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content. AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification. The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Passport In-game content art | Some 3D assets, 2D artwork, and marketing materials were created using AI-assisted tools. | KOEX studio | - | Jul 8, 2026 | |
Sniper Game | Some text on this Steam store page and in related marketing materials was drafted with the help of
generative AI tools and then reviewed and edited by the developer. The game's artwork, characters,
animations, and audio are created by the developer and are not AI-generated. The game does not use
generative AI to create any content during gameplay. | Coral Art Studio | - | Jul 8, 2026 | |
Slimeball Castle Wars In-game content artaudiotextcode | Slimeball Castle Wars was made by a solo developer with the help of generative AI tools. AI was used during development to help create:
Music and audio — background music tracks were made using AI music-generation tools.
Art and sprites — building art, unit sprites, and other in-game graphics were created or assisted with AI image tools.
In-game text — some descriptions and written content were drafted with AI assistance.
Code — parts of the game's code were written with the help of an AI coding assistant. | Renno East | - | Jul 8, 2026 | |
La P'tite Box: Technodrama In-game content audio | AI is used for all sounds: sounds effects, musics. | Cyclopsquid | - | Jul 8, 2026 | |
YuanQi : 元氣 In-game content artcode | We use generative AI as an assistive tool during development to help with code writing and to generate drafts or concept materials for 일부 visual assets. All final in-game content is reviewed, edited, and produced by the development team. | YuanQi | - | Jul 8, 2026 | |
No Man's Mines In-game content art | This game is developed by a solo developer. To ship a project of this scope in a reasonable timeframe, some assets are created with the help of generative AI tools. This includes parts of the user interface, certain icons, and the game logo. All core gameplay, code, systems, and world generation are built by hand. AI is used only as a support tool for visual assets, and all generated content is reviewed and edited before use. | Auscan Games | - | Jul 8, 2026 | |
Cratebreaker: Wasteland Workshop In-game content art | A game created with the help of "vibe coding." Some assets were created using AI. | VitalGrid Games | - | Jul 8, 2026 | |
Riftslayer In-game content audioart | Some music, sound effects, and UI icons in Riftslayer were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed and selected by the developer before being included in the game. | haefx | - | Jul 8, 2026 | |
Elementis TD general | C helps about the game. | BDC | - | Jul 8, 2026 | |
Card Knight: Astral Arcana In-game content artaudiocode | In order to realize my childhood dream of building this game, I have leveraged AI in every step of the development process, augmenting my capabilities as an engineer and visual designer by having AI generate some of the sprites, music, sound effects, voices, and code used to build this game.
I pledge that if Card Knight: Astral Arcana is successful, the sequel title will be brought to life by a team of human artists, composers, and programmers. | Bridgewalker Studios | - | Jul 8, 2026 | |
Keep On Nailing In-game content artaudio | Some visual assets and music in the game were created with the assistance of AI tools. | Alfish Games | - | Jul 8, 2026 | |
Market Panic In-game content text | This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay. | Pixiliated | - | Jul 8, 2026 | |
Hatch'n'Wall In-game content audioart | Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work. | Fromont Gaming | - | Jul 8, 2026 | |
Oxygen Frontier Unclear artaudiotext | Our team uses generative AI tools to assist in developing some assets. | knuckle_horse | - | Jul 8, 2026 | |
乾坤玺•明 In-game content codeart | 部分 周边C++ 代码 ,非核心代码,大约占40% AI 生成。比如,
1、读写带BOM 的utf8格式文本文件。
2、解析 json格式数据 通过调用boost实现。
3、 任务系统的配置文件生成。
4、http 访问封装。
5、各自测试单元,测试用例。
6、调用AI接口, 驱动NPC 跟玩家对话, 通过调用curl 封装后 调用 deepseek API 实现。
7、TapDB的sdk 对接。
8、声音播放,对UE 调用的声音相关API,进行封装。上层代码使用不依赖UE的接口。
AI生成物品图片。
游戏中有几千种物品道具, 其中95%属于补位物品, AI 生成,游戏中把真实有价值的物品隐藏其中。 | 玉刃工作室 | - | Jul 8, 2026 | |
Drag and Shoot In-game content audioarttext | Almost the entire game uses traditional assets made by people. Artificial intelligence was only used as an aid to create some music, sound effects, images, and translations. | danilomacb | - | Jul 8, 2026 | |
AXIS Dev only | Artificial intelligence was used as a supporting tool to help organize the project, structure ideas, and assist throughout development. The game's design, gameplay, programming, and all creative decisions were created by the developer. | c4t1sf4ct10n Studio | - | Jul 8, 2026 | |
Grandpa Nightmare In-game content art | My game uses artificial intelligence tools to assist in the creation of certain visual assets, including a number of images and illustrations used in the game's library assets and promotional materials. | Wally7 | - | Jul 8, 2026 | |
Rever4 Store/marketing art | AI is used in some of the images on the store page and in the game title. | As-key | - | Jul 8, 2026 | |
ChessBase'26 SE Unclear text | The program generates Chess player profiles and Evaluations of certain chess positions with the help of chess engines and AI. | ChessBase GmbH | - | Jul 8, 2026 | |
Again. Faster! In-game content audioart | The in-game music was created through a collaboration between human composition and AI-assisted tools.
Some promotional images displayed on the Steam Store page were also created using AI-assisted tools. | Rinalees | - | Jul 8, 2026 | |
Misplaced In-game content art | The document images in this game were generated with AI assistance. | G-Yao | - | Jul 8, 2026 | |
Factor Zoo In-game content art | The comic images in this game were generated with the assistance of AI. | G-Yao | - | Jul 8, 2026 | |
The Clutch Deck In-game content art | Generative AI is used solely for generating initial drafts of certain static assets. | Maodune studio | - | Jul 8, 2026 | |
Twilight Tides : Mirage Journey In-game content art | Some art assets in this game were created with the assistance of AI tools. All AI-generated content was pre-generated during development, and the game does not include any real-time AI-generated content during gameplay. | TTMJTV | - | Jul 8, 2026 | |
Roll and Die In-game content text | Generative AI tools were used only to assist with localization and translation drafts. All final text was reviewed and edited by the developer. | Faven Games | - | Jul 8, 2026 | |
无尽扫雷模拟器 Store/marketing art | Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools. | FishForge | - | Jul 8, 2026 | |
SESTRY In-game content artaudiotext | Pre-generated AI content: character art, backgrounds, icons and key art images, music and sound effects, and portions of the story text were created with generative AI tools (Google Gemini, fal.ai, Anthropic Claude) and were reviewed and edited by the developers. No AI content is generated at runtime. | Industrial Miracle | - | Jul 8, 2026 | |
Pixel: The Challenge Store/marketing art | Generative AI tools were used to help create some of the 2D store and marketing graphics (e.g. store capsule images). These assets were reviewed and finalized by the developer, who holds the rights to use them. No generative AI is used for content inside the game, and no AI-generated content is produced live during gameplay. | pixelplenum.com | - | Jul 8, 2026 | |
Fates of Alimore In-game content artaudio | Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo. | Haplo Takar | - | Jul 8, 2026 | |
Lord of Kensai In-game content text | During the Early Access period and onwards to launch, we will be integrating and testing AI technologies to create ongoing secondary content like daily and weekly quests, and the material surrounding those quests needed to communicate that to the gamer.
We expect these to significantly enhance the user experience for gamers when used as tools under the guidance of the development team. | WRKS Games Singapore | - | Jul 8, 2026 | |
夏至未来 In-game content art | 本游戏美术素材使用生成式AI | MoonEyes月眼 | - | Jul 8, 2026 | |
麦田幸存者 In-game content audiotext | Some non-interactive assets in Harvest Havoc were produced with AI-assisted tools:
- Background music tracks were generated via AI music synthesis models, then curated and mixed by the developer.
- Sound effects were produced with AI-assisted audio generation tools.
- English and Japanese in-game text was drafted with AI translation assistance and then reviewed by the developer.
All gameplay code, level design, sprite art, and character animations were created by the developer without AI generation. No AI content is generated at runtime. | XiaoyaoStudio | - | Jul 8, 2026 | |
Guild's Requiem In-game content artaudio | Guild's Requiem uses generative AI tools to create parts of its content during development. Visual assets — including card illustrations, character portraits, backgrounds, enemy artwork, and UI icons — were produced with AI image tools (Midjourney, Leonardo, Stable Diffusion, and DALL·E) and then reviewed, edited, and curated by the developer. Music and some sound effects were generated with AI audio tools (Udio and ElevenLabs). All AI-assisted content was checked and integrated by the developer, who has taken steps to ensure the shipped content is appropriate and does not infringe third-party rights. The game does not generate any content in real time; there is no AI running during gameplay. | HAGOPA Studio | - | Jul 8, 2026 | |
Rolling Star Dev only code | Hired as an assistant for writing programming code. They weren't of much use. | Atelier Nuclear | - | Jul 8, 2026 | |
To Home Store/marketing art | AI used in the creation of some graphic resources | Hoon Arcade | - | Jul 7, 2026 | |
Organized Chaos In-game content art | Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs. | Alena Mangusheva | - | Jul 7, 2026 | |
It Could Be Worse In-game content artcode | Some textures and some code has been created with AI assistance. | Gasoline Taste Studios | - | Jul 7, 2026 | |
Stall Quest In-game content artaudiocode | Google AI Studio Build and Antigravity were used for coding.
ChatGPT was used for design.
Stable Diffusion, Gemini 3.1 Flash Image, DALLE-3, MAI-image-1, and GPT-4o were used for images.
Suno was used for the BGM.
ElevenLabs Sound Effects was used for the sound effects. | こぐわらのAIゲーム開発部 | - | Jul 7, 2026 | |
DmonMaster In-game content artaudiotext | General coding. General imagery, including character art and skill icons. All BGM. Some sound effects. General translation. | Harusame | 11 | Jul 7, 2026 | |
Bounty Hunters: The 4th Dimension Store/marketing art | IA was used for the 2d animation that Will be on the marketing video. | AntiCodec | - | Jul 7, 2026 | |
Turdventure In-game content art | Generative AI was used to create promotional video content for the game's marketing materials (specifically, a cinematic trailer generated with Kling AI). The game's core assets, gameplay, artwork, and audio were created by the development team. No AI-generated content is included in the in-game experience itself. | Turdventure | - | Jul 7, 2026 | |
What Was That?! In-game content art | Generative AI was used to assist in creating certain visual assets and concept art. All AI-generated content was reviewed, edited, and integrated by the developer into the final game. | Oleksandra Dotsenko | - | Jul 7, 2026 | |
Stella Echoes Dev only codeart | Some images and code were created with the assistance of generative AI. | digsteel | - | Jul 7, 2026 | |
Chronime Puzzle: Cats In-game content art | The background images and cats pictures are pre-rendered AI art | Quantum Quiver Games | - | Jul 7, 2026 | |
Giraffe Champion 3: Halloween Party & The Ghost Guitar In-game content artaudio | Generative AI has been used when creating some of the images in the menu and as well as when editing some parts of the audio tracks. | John Ramstedt | - | Jul 7, 2026 | |
Gods of the Grid In-game content art | The front-end and some of the art-assets have been created with the help of AI. | Alexandros | - | Jul 7, 2026 | |
Caribbean Side Quests In-game content artcode | We used AI to assist with the development of this game, including the combat system, game packaging, FMV sequences, and sprite creation. | TechsolJa Interactive Limited | - | Jul 7, 2026 | |
Grenadier Command In-game content arttext | This game uses generative AI during development to assist with selected visual and written content, such as concept art, placeholder materials, localization drafts, and marketing assets. All content included in the game and store materials is reviewed, edited, and approved by the development team before publication. | kratijun | - | Jul 7, 2026 | |
Living on Plain Pasta In-game content artaudiotext | Generative AI was used during parts of the production process for the game’s graphics, music, and narrative content.
AI-generated outputs were edited, revised, and restructured by the developer and were not used in the game without modification.
The final gameplay experience, narrative structure, character portrayal, and presentation were designed, curated, and supervised by the developer. | Granité Works | - | Jul 7, 2026 |