The 3D environment and props are human made, but the images on the cover, and code were made with the help of AI.
- Creator
- Zero Code Studios
- Reviews
- -
- Added
- Aug 24, 2026
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Code help, debugging and other development work.
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The 3D environment and props are human made, but the images on the cover, and code were made with the help of AI.
The capsule art and some sfx were generated by AI.
Solo dev used generative AI for code.
I use AI for translating.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand. Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced. During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team. No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
UI Elements, sounds.
Generative AI tools were used during the development of this game and in the creation of some of its visual, audio, and technical content. AI was used to create and refine the background, logo, and related visual elements. AI-assisted tools were used to create and prepare some of the sound effects. AI-powered coding tools were used for code generation, autocomplete, and development assistance. AI-generated designs were selected, edited, and enhanced for use in some of the game's visual content. Some visuals were selected from AI-generated designs and subsequently enhanced and upscaled. All AI-generated or AI-assisted content was reviewed, selected, edited, and adapted by the developer before being used in the game.
Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human. Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated. No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static.
AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game.
CrystalCanvas uses generative AI in parts of its development process. For the sound effects played when placing voxels, we aimed to create sounds that remain pleasant and unobtrusive even during extended play sessions. After exploring a variety of sound assets and recordings, we ultimately used generative AI as part of the sound design process to achieve the desired result. Generative AI is also used as a development aid through Claude Code for generating and assisting with parts of the code related to voxel space management and rendering. Generative AI is not used to generate the voxel artwork or gameplay content itself.
AI-assisted artwork
The game does not use AI while you play. Every sentence and every drawing you see in a match is made by the players in the room with you. Some assets in this game were created with generative AI during development. The music was made with Suno as to avoid in copyright issues for streamers/clippers who play the game. Several pieces of cabin furniture and set dressing were generated with Meshy, and the logo and one in-game painting came from OpenAI image generation. The game's 13 language translations were AI-assisted.
Generative AI was used in parts of this project: the animated story cutscenes were brought to life with AI tools from original artwork drawn by the developer; the game's music, most of its sound effects, some in-game images such as the main menu, its logo and some promotional material, the store-page translations, and the English and Turkish in-game text were also created with generative AI tools. The gameplay itself — its systems, characters, environments and screenshots — is authentic and shows the real game. No AI is used to generate content during gameplay.
We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases. Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas. AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team. Generated images are never used as-is in the final product. Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure: originality of the content, respect for copyright, artistic consistency, and compliance with Steam/Valve guidelines. AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game. Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently. This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game.
We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
Primarily used for coding
We use generative AI to assist with writing and localizing the game's text. All art and audio are procedurally generated by our own code or sourced from CC0 libraries. No content is generated by AI in real time during gameplay.
Generative AI was used as a development aid: to assist with programming and UI implementation, to create the initial concept art for the characters, and to produce the background music. All generated images were then retouched and revised by the developer. No content is generated by AI in real time while the game is running.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity. Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game.
Generative AI was used to assist with parts of this game's localization.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI.
Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
The 3D models of the cakes were made with AI
Музыка, а так же некоторые изображения были сгенерированы с помощью ИИ
Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection.
Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running.
Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay.
Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game. Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems.
Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork. AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production. The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay.
Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization.
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
Generative AI is used for coding, graphics, text and localization.
Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players.
Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer.
Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
Marble Mill's text was written with generative AI assistance — the in-game strings, the achievement and perk descriptions, and this store page. Nothing else is AI-generated. The mill is drawn by the game's own renderer rather than from image files: the build contains no art assets beyond the window icon, which a script in the project generates. Every chime is synthesised in code as it plays, so the game ships no audio files at all. And nothing is generated while you play — there is no AI model in the game and no calls out to one.
No Generative AI Content is used in this game. AI was used to help point me in the right direction to tutorials and help with bug fixes to code.
About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Abandoned Gameshop Store/marketing artcode | The 3D environment and props are human made, but the images on the cover, and code were made with the help of AI. | Zero Code Studios | - | Aug 24, 2026 | |
Hivekeepers In-game content artaudio | The capsule art and some sfx were generated by AI. | MNXC Games | - | Aug 24, 2026 | |
King of Kingdoms Dev only code | Solo dev used generative AI for code. | McNewStuff | - | Aug 24, 2026 | |
Endless Canvas Unclear text | I use AI for translating. | YSENStudio | - | Aug 24, 2026 | |
Sylva's Blessing In-game content artaudiotext | Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime. | ImmersiveGamingVR LLC | - | Aug 24, 2026 | |
Sushi Yummy In-game content text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | - | Aug 24, 2026 | |
Aftergrowth Dev only textcode | Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service. | pl0xuee | - | Aug 24, 2026 | |
流浪猫岛 Live AI textcode | This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians. | 行云工作室 | - | Aug 24, 2026 | |
Molluscarium In-game content art | The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer | PiqFocus Interactive | - | Aug 24, 2026 | |
Cluckopia In-game content artaudio | Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay. | Andre Luiz Themistocles | - | Aug 24, 2026 | |
Lord of the Tiles Unclear artaudio | UI Elements, sounds. | Funzen Foundation | - | Aug 24, 2026 | |
Hidden Cat Islands In-game content artaudiocode | Generative AI tools were used during the development of this game and in the creation of some of its visual, audio, and technical content.
AI was used to create and refine the background, logo, and related visual elements.
AI-assisted tools were used to create and prepare some of the sound effects.
AI-powered coding tools were used for code generation, autocomplete, and development assistance.
AI-generated designs were selected, edited, and enhanced for use in some of the game's visual content.
Some visuals were selected from AI-generated designs and subsequently enhanced and upscaled.
All AI-generated or AI-assisted content was reviewed, selected, edited, and adapted by the developer before being used in the game. | Ozy Cozy Games | - | Aug 24, 2026 | |
Breezy Blooms In-game content artaudio | Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human.
Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated.
No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static. | EXPECTACLE | - | Aug 24, 2026 | |
A Cat's Little Pond In-game content arttext | AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game. | Rikerat | - | Aug 24, 2026 | |
rov Dev only audiocode | CrystalCanvas uses generative AI in parts of its development process.
For the sound effects played when placing voxels, we aimed to create sounds that remain pleasant and unobtrusive even during extended play sessions. After exploring a variety of sound assets and recordings, we ultimately used generative AI as part of the sound design process to achieve the desired result.
Generative AI is also used as a development aid through Claude Code for generating and assisting with parts of the code related to voxel space management and rendering.
Generative AI is not used to generate the voxel artwork or gameplay content itself. | coznssoft | - | Aug 24, 2026 | |
不吃鱼 DonEatFish Unclear art | AI-assisted artwork | Steeped Sky Studio | - | Aug 24, 2026 | |
Cozy Classical Critters In-game content audioarttext | The game does not use AI while you play. Every sentence and every drawing you see in a match is made by the players in the room with you.
Some assets in this game were created with generative AI during development. The music was made with Suno as to avoid in copyright issues for streamers/clippers who play the game. Several pieces of cabin furniture and set dressing were generated with Meshy, and the logo and one in-game painting came from OpenAI image generation. The game's 13 language translations were AI-assisted. | Joe Hildreth | - | Aug 23, 2026 | |
WerkstattManager – Uncle Karl's Legacy In-game content artaudiotext | Generative AI was used in parts of this project: the animated story cutscenes were brought to life with AI tools from original artwork drawn by the developer; the game's music, most of its sound effects, some in-game images such as the main menu, its logo and some promotional material, the store-page translations, and the English and Turkish in-game text were also created with generative AI tools. The gameplay itself — its systems, characters, environments and screenshots — is authentic and shows the real game. No AI is used to generate content during gameplay. | Hinterhof Games | - | Aug 23, 2026 | |
Brainrot Simulator Dev only art | We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases.
Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas.
AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team.
Generated images are never used as-is in the final product.
Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure:
originality of the content,
respect for copyright,
artistic consistency,
and compliance with Steam/Valve guidelines.
AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game.
Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently.
This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game. | Pooandplay | - | Aug 23, 2026 | |
Villagers and Heroes In-game content arttext | We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community. | Mad Otter Games | 1.7k | Aug 23, 2026 | |
Desktop Halfpipe In-game content arttextcode | Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release. | Stripey Cat Games | - | Aug 23, 2026 | |
Brick Brook Dev only code | Primarily used for coding | Matti Kemppainen | - | Aug 23, 2026 | |
The Neighborhood Liars In-game content text | We use generative AI to assist with writing and localizing the game's text. All art and audio are procedurally generated by our own code or sourced from CC0 libraries. No content is generated by AI in real time during gameplay. | Caio Neves Sensini | - | Aug 23, 2026 | |
ムシバ放置株式会社 In-game content artaudiocode | Generative AI was used as a development aid: to assist with programming and UI
implementation, to create the initial concept art for the characters, and to
produce the background music. All generated images were then retouched and
revised by the developer. No content is generated by AI in real time while the
game is running. | donpema | - | Aug 23, 2026 | |
Corgi Corgi Cor! In-game content art | Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay. | Crazish Games | - | Aug 23, 2026 | |
Pawville In-game content textart | We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game. | YEY Games | - | Aug 23, 2026 | |
The Winery - Winemaking Simulator In-game content artaudio | As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity.
Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game. | Quasar Studio | - | Aug 23, 2026 | |
Quote Typer In-game content text | Generative AI was used to assist with parts of this game's localization. | Novare Orbis | - | Aug 23, 2026 | |
Egg to Monster In-game content art | Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay. | Furo-Pizza Studio | - | Aug 23, 2026 | |
Tasty Chef In-game content artaudio | Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Xpercent Games | - | Aug 22, 2026 | |
PhDing in the UK In-game content arttext | This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI. | Mouse Mouse | - | Aug 22, 2026 | |
Snack Tiles In-game content audio | Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI. | Chaotic Twinz Studio Limited | - | Aug 22, 2026 | |
Cats Love Cakes In-game content art | The 3D models of the cakes were made with AI | Neko Fantasy | - | Aug 22, 2026 | |
Party Link In-game content audioart | Музыка, а так же некоторые изображения были сгенерированы с помощью ИИ | Link IT | - | Aug 22, 2026 | |
The Producer Live AI text | Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection. | Plotfun Inc | - | Aug 22, 2026 | |
Plushy Store Tidy Up In-game content art | Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running. | SIV Games | - | Aug 22, 2026 | |
Tidying Simulator In-game content artaudiocodetext | Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay. | GamJangJangi | - | Aug 22, 2026 | |
Brick by Brick In-game content art | Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game.
Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems. | Budder Technology LLC | - | Aug 22, 2026 | |
BURST NOIR - Fireworks Simulator In-game content artcodetext | Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork.
AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production.
The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay. | FerioWorks | - | Aug 22, 2026 | |
Will This Do? In-game content arttext | Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization. | tititto | - | Aug 22, 2026 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
SPACE JK Unclear arttext | Generative AI is used for coding, graphics, text and localization. | FaSPel | - | Aug 22, 2026 | |
Dwellune: A Cozy Focus Room Store/marketing art | Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players. | IvanLau | - | Aug 22, 2026 | |
FlashWords: Wordfall Store/marketing textart | Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer. | Rising Edge | - | Aug 22, 2026 | |
meowtopia In-game content artaudiotext | Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality. | 李菠萝 | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
Marble Mill In-game content text | Marble Mill's text was written with generative AI assistance — the in-game strings, the achievement and perk descriptions, and this store page.
Nothing else is AI-generated. The mill is drawn by the game's own renderer rather than from image files: the build contains no art assets beyond the window icon, which a script in the project generates. Every chime is synthesised in code as it plays, so the game ships no audio files at all. And nothing is generated while you play — there is no AI model in the game and no calls out to one. | StoneForge Labs | - | Aug 22, 2026 | |
Carpet Daddy Dev only code | No Generative AI Content is used in this game. AI was used to help point me in the right direction to tutorials and help with bug fixes to code. | Cheltenham Interactive LTD | - | Aug 22, 2026 | |
Megachest In-game content art | About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted. | muffler | - | Aug 22, 2026 | |
Dwarven Outpost Incremental In-game content audioarttext | The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer. | WrappingUpGames | - | Aug 22, 2026 |