Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed.
- Creator
- Futile
- Reviews
- -
- Added
- Oct 7, 2026
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Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay.
Was only used to make the store description fo the the game.
The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated.
Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game.
Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices.
Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems.
Programming, Graphics
Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create visual references and assist with the creation of some 3D assets. AI-generated outputs used as source material were further edited, refined, or integrated by the developer before inclusion in the game. Generative AI may also be used to create or assist with some music, sound, and localization assets, with outputs reviewed and edited before inclusion. No generative AI is used at runtime.
The game uses AI-generated code, textures, and sound effects.Some 2D item artwork was created with generative AI tools during development, including certain pet-care items, container states, and shed-fur graphics. Store promotional illustrations, title artwork, and icons were also created with generative AI tools. AI assisted with drafting and translating the store descriptions. The relevant in-game artwork is provided as pre-generated static assets. The game does not use generative AI to create content during gameplay.
I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed.
Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion.
Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service.
LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running.
Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay.
i used ai to help make this game
Yes. The boss portraits
Generative AI was used to assist with translating in-game text into supported languages.
The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service.
HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist.
Parts of the game's code and the store page text were written with the help of an AI assistant. All art, 3D models, sounds and music are not AI-generated: 3D models come from Kenney asset packs (CC0) or are built procedurally in code, visuals and marketing images are rendered in-engine, and sounds and music come from CC0 libraries.
Some art assets of this game were generated with generative AI assistance during development, including character and enemy portraits, card illustrations, icons, chapter backgrounds, UI elements, comic storyboards, and store page promotional images. All assets were generated following directions set by the developer. Every asset was manually screened, edited and adjusted one by one before integration into the game. No AI-generated assets are used without human review.
We use AI to help with community, bug fixes, and general content that will be replaced over time as we continue to develop.
Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay.
AI was used for initial art and audio. Every visual asset was redrawn by hand.
This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce: some character voices (text written by me, spoken with AI voice synthesis), some of the sound effects
AI tools were used to help translate the game, locate and fix bugs.
Steam store page logo and cover art made with ai tools
Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution.
As a solo developer I have utilized some AI-based tools to help during development. However all visuals in the game are generated procedurally by the game's own code
Pre-generated AI was used to assist with some pre-rendered cutscene artwork, in-game art, music, and selected store/library promotional images. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during play.
Generative AI is used during production to help create some visual assets and promotional materials.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI was used to create some artwork, music, sound effects, text, and localization included in the game. Some AI-generated content is used as-is, while some has been edited by the developer. The game does not generate AI content at runtime.
Localizations other than Polish and English are translated with AI tools.
Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer.
Generative AI was used to create promotional artwork for the store page and marketing materials for this game.
AI tools were used during development to create some sound effects and voice audio, and to assist with store-page text. These assets and text are prepared in advance.
Generative image generation was used to create the PANIC POST logo. The game includes this pre-generated logo and icon artwork derived from it.
AI was used to translate the following languages: - English - Portuguese-BR
Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency.
Some of the game's content was created with the help of generative AI tools and then reviewed and integrated by the developer: several 3D models and their textures, the logo and key art, some of the music and voices, and the English translation of the game's text. All of it is pre-generated: the game does not generate anything with AI while you play.
This Contents's BGM is generated by Suno AI.
Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team.
AI tools are used to create SVG artwork, generate sound effects, and translate and localize the game's store page text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Farthest Dev only | Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed. | Futile | - | Oct 7, 2026 | |
Super Retro Race In-game content artaudio | Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services. | NEXTFRAME STUDIO | - | Oct 7, 2026 | |
Cozy Karaoke Tycoon In-game content artaudio | The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services. | chi yin so | - | Oct 7, 2026 | |
Jonah & Franz: A través del Multiverso Store/marketing art | Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay. | Jonah & Franz | - | Oct 7, 2026 | |
Guns & Gambits Store/marketing text | Was only used to make the store description fo the the game. | SHIFT. Games | - | Oct 7, 2026 | |
VitalCore Hospital In-game content audiotext | The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated. | VitalCore Studios | - | Oct 7, 2026 | |
TSUKIMI PLANET -CLASSIC REMASTER- In-game content text | Generative AI was used only to assist with localization and translation into English, Simplified Chinese, Traditional Chinese, and Korean. The original story, artwork, audio, and other game assets were not generated using AI. No live-generated AI content is used in the game. | STUDIO CHARON | - | Oct 7, 2026 | |
STAR CIPHER In-game content artaudiotext | Generative AI was used during development to create character and environment artwork, comic illustrations, achievement-card artwork, store artwork, music, and English pronunciation audio, and to assist with learning dialogue and localization. This content is prepared in advance and included with the game. The game does not generate AI content or connect to third-party AI services during gameplay. Custom chapters use the device’s available text-to-speech voices. | Jeon Studio | - | Oct 7, 2026 | |
Arid Frontiers In-game content artaudio | Generative AI was used to create some pre-rendered artwork, including store and promotional art and selected in-game visuals such as terrain, resources, animals, and characters, as well as some music and audio assets. These assets are prepared before play. Arid Frontiers does not generate content with AI during gameplay or connect to a third-party generative AI service during play; pawn behavior, colony simulation, combat, wildlife, and events are driven by programmed game systems. | Voxel Pulse Games | - | Oct 7, 2026 | |
ハムスタイピング! Unclear artcode | Programming, Graphics | みらいゲームズ | - | Oct 7, 2026 | |
Tippidy Top Store/marketing artcode | Generative AI was used during development to assist with the creation and refinement of some promotional artwork and marketing assets. AI tools were also used as part of the development workflow for coding assistance and troubleshooting. The game does not generate AI content during gameplay. | Lee Recioy | - | Oct 7, 2026 | |
Nosferatu: Call of the Blood In-game content artaudiotext | Generative AI tools were used during development to create visual references and assist with the creation of some 3D assets. AI-generated outputs used as source material were further edited, refined, or integrated by the developer before inclusion in the game. Generative AI may also be used to create or assist with some music, sound, and localization assets, with outputs reviewed and edited before inclusion. No generative AI is used at runtime. | Rubbish Trout | - | Oct 7, 2026 | |
猫咪小窝 In-game content arttextaudiocode | The game uses AI-generated code, textures, and sound effects.Some 2D item artwork was created with generative AI tools during development, including certain pet-care items, container states, and shed-fur graphics. Store promotional illustrations, title artwork, and icons were also created with generative AI tools. AI assisted with drafting and translating the store descriptions. The relevant in-game artwork is provided as pre-generated static assets. The game does not use generative AI to create content during gameplay. | 张小寒 | - | Oct 7, 2026 | |
We're Gonna Die In-game content artaudiocode | I've wanted to make games for as long as I can remember but could never learn to code, so AI helped write the code. Some 3D models started as AI-generated base meshes that were then reshaped and repainted by hand, and the arena announcer is an AI voice reading lines we wrote. Everything else is hand-made or licensed. | Delusional | - | Oct 7, 2026 | |
Korsaros Online In-game content artaudio | Korsaros Online uses a hybrid creative workflow combining generative AI tools with manual editing and integration for some artwork, 3D models, and music, including Steam marketing assets. These assets are reviewed before inclusion. | Injesterr | - | Oct 7, 2026 | |
ムゲン階段 団地編 In-game content art | Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service. | Mori Mori Potato | - | Oct 7, 2026 | |
LAZARUS In-game content artaudiotext | LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running. | LunaCraft Games | - | Oct 7, 2026 | |
Monster Club League Manager In-game content artaudiotext | Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay. | Sugiworks | - | Oct 7, 2026 | |
SinkTheFish Unclear | i used ai to help make this game | groundhogheist | - | Oct 7, 2026 | |
The Last Ace - Blackjack Roguelike In-game content art | Yes. The boss portraits | InbredJesus | - | Oct 7, 2026 | |
Moon Sweepers In-game content text | Generative AI was used to assist with translating in-game text into supported languages. | DragDrop Games | - | Oct 7, 2026 | |
Idle Garden In-game content artaudio | The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service. | chi yin so | - | Oct 7, 2026 | |
HearthMoon Live AI textaudio | HearthMoon uses AI to generate NPC dialogue during gameplay and synthesize NPC voices. Spoken input is transcribed so villagers and the dragon companion can respond to the player. AI-assisted artwork and writing are also used in development and in store-page marketing. Conversations are experimental and responses may be inconsistent. | EZY Studios | - | Oct 7, 2026 | |
Beyond 90: A Footballer's Life In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist. | WASD Games | - | Oct 7, 2026 | |
Sorry About Your House Store/marketing codetext | Parts of the game's code and the store page text were written with the help of an AI assistant. All art, 3D models, sounds and music are not AI-generated: 3D models come from Kenney asset packs (CC0) or are built procedurally in code, visuals and marketing images are rendered in-engine, and sounds and music come from CC0 libraries. | Raclette Games | - | Oct 7, 2026 | |
Immortal Path In-game content art | Some art assets of this game were generated with generative AI assistance during development, including character and enemy portraits, card illustrations, icons, chapter backgrounds, UI elements, comic storyboards, and store page promotional images. All assets were generated following directions set by the developer. Every asset was manually screened, edited and adjusted one by one before integration into the game. No AI-generated assets are used without human review. | WANG Peng | - | Oct 7, 2026 | |
The Anomaly on Mars Unclear | We use AI to help with community, bug fixes, and general content that will be replaced over time as we continue to develop. | nith studio | - | Oct 7, 2026 | |
OVERDRIVE PINBALL In-game content artaudiotext | Generative AI was used during development to create images and music, and to assist with programming, in-game text and skill descriptions, translations, and store page descriptions. The game does not use generative AI to generate content during gameplay. | Toxic Sugar | - | Oct 7, 2026 | |
Little Pagan Land In-game content artaudio | AI was used for initial art and audio. Every visual asset was redrawn by hand. | Baka Ducky Games | - | Oct 7, 2026 | |
Peasants in the Summer In-game content audio | This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce:
some character voices (text written by me, spoken with AI voice synthesis),
some of the sound effects | Woweach Games | - | Oct 7, 2026 | |
Cable Management Simulator In-game content text | AI tools were used to help translate the game, locate and fix bugs. | Coldspire Studios | - | Oct 7, 2026 | |
Worm In Winter Store/marketing art | Steam store page logo and cover art made with ai tools | Valkeala Software | - | Oct 7, 2026 | |
TownEmpire In-game content textart | Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution. | CKL | - | Oct 7, 2026 | |
Hasami: Moonlight Trim Dev only art | As a solo developer I have utilized some AI-based tools to help during development. However all visuals in the game are generated procedurally by the game's own code | Symfonim | - | Oct 7, 2026 | |
Iris & Hue In-game content artaudio | Pre-generated AI was used to assist with some pre-rendered cutscene artwork, in-game art, music, and selected store/library promotional images. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during play. | PupilBox Games | - | Oct 7, 2026 | |
冒牌特攻队 Store/marketing art | Generative AI is used during production to help create some visual assets and promotional materials. | 玄火 | - | Oct 7, 2026 | |
江湖一牌:无情武林 / Ace of Jianghu In-game content artaudiotext | The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer. | 墨劍 Ink Blade | - | Oct 7, 2026 | |
A Cup of Cat In-game content text | Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | fatcat | - | Oct 7, 2026 | |
Welcome to Hell Resort! In-game content artaudiotext | Generative AI was used to create some artwork, music, sound effects, text, and localization included in the game. Some AI-generated content is used as-is, while some has been edited by the developer.
The game does not generate AI content at runtime. | Gentle Gimmick Games | - | Oct 7, 2026 | |
Beelionair In-game content text | Localizations other than Polish and English are translated with AI tools. | HoneyVasp | - | Oct 7, 2026 | |
今天你摸鱼了吗! Store/marketing art | Generative AI was used during development to assist in creating some 2D art/UI assets and Steam store promotional materials. All related content was reviewed and adjusted by the developer. | 粒子星尘 | - | Oct 7, 2026 | |
GuruGuru Cannon Store/marketing art | Generative AI was used to create promotional artwork for the store page and marketing materials for this game. | FuruGura | - | Oct 7, 2026 | |
Fishpals In-game content audiotext | AI tools were used during development to create some sound effects and voice audio, and to assist with store-page text. These assets and text are prepared in advance. | Armada Interactive | - | Oct 7, 2026 | |
PANIC POST In-game content art | Generative image generation was used to create the PANIC POST logo. The game includes this pre-generated logo and icon artwork derived from it. | PANIC POST | - | Oct 7, 2026 | |
Hex and Hearth Unclear text | AI was used to translate the following languages:
- English
- Portuguese-BR | Caracara | - | Oct 7, 2026 | |
Seven Gate : Lost Hunter In-game content audioart | Generative AI tools were used during development to assist in creating select assets, including a character's voiceover audio, UI design elements, and specific artwork. All generated content was manually edited, refined, and integrated by the developer to ensure quality and stylistic consistency. | Cyrus Games Studio | - | Oct 7, 2026 | |
The Unhidden In-game content artaudiotext | Some of the game's content was created with the help of generative AI tools and then reviewed and integrated by the developer: several 3D models and their textures, the logo and key art, some of the music and voices, and the English translation of the game's text. All of it is pre-generated: the game does not generate anything with AI while you play. | Calvary Games | - | Oct 7, 2026 | |
GomokuSoccer In-game content audio | This Contents's BGM is generated by Suno AI. | Hero Parker | - | Oct 7, 2026 | |
哥布林背包 In-game content artaudiocode | Generative AI assisted with portions of the artwork, audio, code, and store promotional materials during development. These outputs were reviewed, adjusted, and integrated by the development team. | LittleSun Studio | - | Oct 7, 2026 | |
Robots To Scrap In-game content artaudiotext | AI tools are used to create SVG artwork, generate sound effects, and translate and localize the game's store page text. | NangmanGames | - | Oct 7, 2026 |