Use of AI for translation. Use of AI to create/enhance some images. Use of AI to Generate Audio
- Creator
- Tail House
- Reviews
- -
- Added
- Sep 19, 2026
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Use of AI for translation. Use of AI to create/enhance some images. Use of AI to Generate Audio
The images were created using AI
I used some of AI's answers to check if the trick is valid and to fix errors. I used a background image downloaded from a site that might be using AI.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
Generative AI was used to assist with coding the game.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
AI has been used to enhance the quality of some store and marketing elements.
Some in-game art assets are AI-generated.
Some in-game art assets are AI-generated.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Background images cleaned up
Some scenes cleaned up
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay.
Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay.
Some of the 2D art in Cidle Online was created with the help of generative AI image tools. This includes parts of the sprite work for buildings, points of interest and item icons, as well as some store page artwork. Every generated image was reviewed, edited and adjusted by hand before it went into the game, and assets are checked so they do not reproduce existing works. All of this art is produced during development. Nothing is generated by AI while you play, and the game does not send any of your data to an AI service.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets.
This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative. No AI-generated content is created during gameplay, all other game content was created without generative AI.
Pre-rendered art, sound effects, music
Generative AI tools assisted in creating pixel-art visuals, interface and narrative text, and Steam marketing artwork. This material is prepared in advance and integrated into the game and store page. The game does not generate content while running.
Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay.
Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process. All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards.
We used AI to assist with language localization and to help create development tools used during the production of the game.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side. Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection. Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking. Guardrails on our side: - Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it. - Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account. - Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free. - The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report. - Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible. - The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed. - Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate. - Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files. We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Some audio and visuals may be generated with artificial intelligence.
Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer. Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting. The game does not use generative AI while you play. No player data is sent anywhere.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where: - Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review. - Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer. - Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer. - Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs. - Sound effects were sourced from Freesound and Kenney's sound packs. - Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself. No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
Some of the image and audio assets were created with the help of generative AI. All final design adjustments and processing were done by hand by the developer.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
This game contains assets created with the assistance of generative tools. Every piece of delivered content has been manually reviewed and refined.
Generative AI was used only to assist with translation and localization of in-game text.
In this project, we are using generative AI to brainstorm ideas for character designs and to localize text.
While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
Helped with some art
本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play. Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file. Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer. Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
IA used for localization
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself. But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting. Everything I did not make myself is properly licensed and credited to the people who did.
The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Undealt In-game content textartaudio | Use of AI for translation.
Use of AI to create/enhance some images.
Use of AI to Generate Audio | Tail House | - | Sep 19, 2026 | |
Sparkborn Unclear art | The images were created using AI | CUBE STUDIO | - | Sep 19, 2026 | |
偽人鳥ゲーム -ニセペンギンゲーム- Dev only | I used some of AI's answers to check if the trick is valid and to fix errors.
I used a background image downloaded from a site that might be using AI. | 灰田おゆ | - | Sep 19, 2026 | |
Christmas Mystery: 100 Hidden Cats Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Sep 19, 2026 | |
Aubelys In-game content artaudiocodetext | I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time. | Doom | - | Sep 19, 2026 | |
Sponge Bridges Dev only code | Generative AI was used to assist with coding the game. | Alun Games | - | Sep 19, 2026 | |
Treeworld: Sky Haven In-game content art | All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs. | tree | - | Sep 19, 2026 | |
Tidy Up Together: At the Supermarket Store/marketing arttext | AI has been used to enhance the quality of some store and marketing elements. | Kavari Studio | - | Sep 19, 2026 | |
モンテ・クリスト:復讐 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
満映物語 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
The Last Contract In-game content text | I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets. | Wrights Games | - | Sep 19, 2026 | |
Halloween: Trick or Treat Unclear art | Background images cleaned up | Casual Arts | - | Sep 19, 2026 | |
Vacation Adventures: Cruise Director Mega Bundle Unclear art | Some scenes cleaned up | Casual Arts | - | Sep 19, 2026 | |
ODYSSEY: Wine-Dark Sea In-game content artaudiotext | Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts. | BAF Games | - | Sep 19, 2026 | |
Aqua Luna In-game content arttext | Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay. | Aeternums Labs Games | - | Sep 19, 2026 | |
Hell Rush :Cryptfal In-game content art | Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay. | INFINITE STORM | - | Sep 19, 2026 | |
Cidle art | Some of the 2D art in Cidle Online was created with the help of generative AI
image tools. This includes parts of the sprite work for buildings, points of
interest and item icons, as well as some store page artwork. Every generated
image was reviewed, edited and adjusted by hand before it went into the game,
and assets are checked so they do not reproduce existing works.
All of this art is produced during development. Nothing is generated by AI
while you play, and the game does not send any of your data to an AI service. | Chop | - | Sep 19, 2026 | |
Pocket Parade In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Sep 19, 2026 | |
Astro Inc Dev only | Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets. | Osei Interactive | - | Sep 18, 2026 | |
Legend of the Crystal Skulls In-game content art | This game and store contains 2D artwork pieces created with the assistance of generative AI. These images are used as static artwork in story-driven cutscenes to help illustrate and convey the game's narrative.
No AI-generated content is created during gameplay, all other game content was created without generative AI. | Oddisee Games | - | Sep 18, 2026 | |
Russpuppy Play & Learn artaudio | Pre-rendered art, sound effects, music | russpuppy | - | Sep 18, 2026 | |
Cinderbound In-game content arttext | Generative AI tools assisted in creating pixel-art visuals, interface and narrative text, and Steam marketing artwork. This material is prepared in advance and integrated into the game and store page. The game does not generate content while running. | WackyJacky101 | - | Sep 18, 2026 | |
Cow's Heart In-game content artaudiotext | Generative AI tools were used during development. Some 3D models of characters and environments, some pre-rendered cutscenes, the main theme song, marketing videos and the translations were created with the help of AI tools, then edited and assembled by the developer. Gameplay design, code and in-game animations were made by the developer. No content is generated by AI during gameplay. | Chuongcc | - | Sep 18, 2026 | |
GiGA BRAIN TACTICS In-game content artaudio | Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process.
All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards. | One Solution Games | - | Sep 18, 2026 | |
Thugs in Fantasy In-game content text | We used AI to assist with language localization and to help create development tools used during the production of the game. | McDoodle | - | Sep 18, 2026 | |
Shiny Gen Live AI artaudiotextcode | Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai. | David Walter | - | Sep 18, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
Sand Horde In-game content art | Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development. | Level Up Ventures | - | Sep 18, 2026 | |
Life bar In-game content artaudio | Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay. | liam frydman | - | Sep 18, 2026 | |
Child of the Arcane In-game content artaudio | Some audio and visuals may be generated with artificial intelligence. | Fool's Gold Game Studio | - | Sep 18, 2026 | |
逃出孤岛 In-game content codetext | Generative AI was used as a development assistant on Island Escape: primarily to help write and review the game's source code, and to help draft and localize in-game text (Simplified Chinese, English, Japanese, Russian, Spanish, Brazilian Portuguese, German). All of that output was reviewed and edited by the developer.
Everything you see and hear is generated procedurally by the game's own code, shaders and audio tools at runtime — the project uses no AI-generated images, 3D models, textures or voice acting.
The game does not use generative AI while you play. No player data is sent anywhere. | ShengyuStudio | - | Sep 18, 2026 | |
Wickwood In-game content textaudiocode | Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service. | Renderville Games | - | Sep 18, 2026 | |
NANO FRONT In-game content artcode | Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime. | Yang.biz | - | Sep 18, 2026 | |
余烬边界 In-game content artaudio | During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay. | FishForge | - | Sep 18, 2026 | |
EMBERLOST In-game content audiocodetext | Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play. | TSD Games | - | Sep 18, 2026 | |
King's Descent Store/marketing artcode | No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality. | Stoneshift Games | - | Sep 18, 2026 | |
絶望ショッピング ZETSUBO SHOPPING In-game content artaudio | Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer. | ShintoWorks | - | Sep 18, 2026 | |
LOVE COMPANY: A Romance Escape In-game content artaudio | Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay. | jbdjgames | - | Sep 18, 2026 | |
不完美奇迹 In-game content artaudiotextcode | This game contains assets created with the assistance of generative tools. Every piece of delivered content has been manually reviewed and refined. | 天灵zp | - | Sep 18, 2026 | |
K-17 Solid Ground In-game content text | Generative AI was used only to assist with translation and localization of in-game text. | Skewsignal | - | Sep 18, 2026 | |
贋作・掟の門(習作) Dev only text | In this project, we are using generative AI to brainstorm ideas for character designs and to localize text. | ILCA, Inc. | - | Sep 18, 2026 | |
女神养成:放置型 / Goddess Cultivation: Idle RPG Store/marketing art | While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team. | 女神养成工作室 | - | Sep 18, 2026 | |
Horror Stories: Social Problems Unclear art | Helped with some art | YarFunnyStar | - | Sep 18, 2026 | |
Boundary Cage In-game content art | 本游戏部分美术背景素材使用AI辅助创作,立绘由人工板绘并使用AI辅助上色,所有AI内容均经人工修改、审核调整,不存在实时AI生成内容。 | 夜栖鹤 | - | Sep 18, 2026 | |
Lost Gaijin Live AI artaudiotext | Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs. | Ten Turtle Games | - | Sep 18, 2026 | |
War of the Watchers In-game content audioart | War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay. | Crown & Cross Studios | - | Sep 18, 2026 | |
Hasta Agotar Existencias In-game content artaudio | Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play. | Black and Bald Cats Studios | - | Sep 18, 2026 | |
Spacejunk In-game content text | IA used for localization | Fax3D Games | - | Sep 18, 2026 | |
MOGGED: Looksmaxx or Die In-game content artaudio | I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did. | Sigma Labs | - | Sep 18, 2026 | |
Forest Quest 88 In-game content text | The branching narrative in FOREST QUEST '88 was generated during development using a locally-run AI language model (an offline Dolphin/LLaMA-family model via Ollama). All AI-generated text was produced ahead of time, then reviewed, edited, and curated by the developer before being baked into the finished game as fixed, hand-checked content. The shipped game contains no live AI generation — it plays back a static, pre-authored story. No player data is sent to any AI service; the game runs fully offline. | ShangkoStudio | - | Sep 18, 2026 |