A big chunk of the code and art was done using AI.
- Creator
- Seatoad LLC
- Reviews
- -
- Added
- Sep 5, 2026
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A big chunk of the code and art was done using AI.
Graphics and marketing material may be AI generated.
Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running.
Some icons were created using generative AI.
Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay.
Some background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay.
Generative AI was used solely as a support tool for language translation.
Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time).
BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game.
Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running.
I am a solo developer with ten years of experience, who started out as a 3D artist. Every piece of 3D art in this game was made by me: the models, the UVs, the LODs. All of the game code and architecture was designed and programmed by me. I used generative AI to assist me with some of the textures and the music. This is a solo project with no funding and I wanted it to follow my vision so I needed any help I could get. If I ever could afford to hire people, that is what I am going to do! So we can deliver even better quality games!
Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay.
Some of the artwork was generated using AI.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Generative AI is used for translation in this game.
The game's artwork (character illustrations, moons, and UI images) and portions of the game code were created with the assistance of generative AI tools, and were then reviewed and edited by the developer. All AI-assisted content is pre-rendered; the game does not generate any content with AI at runtime.
Dystopia uses AI to live-generate its radio: all music, DJ voices, lyrics, song titles, and artist names are created by AI on our own servers and streamed to every player. Our 3D environments render as Gaussian splats and were AI generated using World Labs' Marble.
Some of this game's art and music assets were created with the help of generative AI tools during development. Art: Character portraits, unit and enemy sprites, environment tiles, map decorations, and item icons were produced with the assistance of AI image-generation tools (including Retro Diffusion, PixelLab, and FLUX), then curated, edited, assembled, and integrated by the developer. Music: Background music was generated with a licensed AI music-generation tool and edited by the developer. All AI-assisted content is pre-generated and fixed in the shipped game — no content is generated live during gameplay. Every asset was reviewed and approved by the developer to ensure it is original to this game, does not infringe third-party intellectual property, and is appropriate for the game's audience.
We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game.
Some assets, translations, artwork, and scripts were generated with AI.
Marketing Material
AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market.
Generative AI tools were used during development to assist with early visual concepts, selected promotional artwork, and development support. All AI-assisted materials included in the final product were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external generative AI services.
AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles.
Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic. Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score.
Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs.
Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running.
Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design.
Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay.
Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done.
Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
Some of the art scenes and music in this game are created using AI assistance.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
Our team uses generative AI tools For Marketing/Promotional Images and some in game assets.
Generative AI was used during development to assist with the creation of some visual and promotional assets, including artwork used on the Steam store page and marketing materials. All AI-assisted content was reviewed and curated by the developer. No generative AI is used during gameplay.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live.
Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay.
Generative AI was used in the creation of the background images and certain sound elements of this game.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
Blood Vaults was independently developed by Cryptwake Studios with limited assistance from generative AI tools. These tools were used as part of the development workflow to assist with select visual assets, content, and development materials. The game’s design, systems, mechanics, direction, and implementation are developer-created. Any AI-assisted content appearing in the final game is reviewed, modified where appropriate, and integrated by the developer.
Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay.
AI was used in the game production process
Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Spike Trigger Unclear artcode | A big chunk of the code and art was done using AI. | Seatoad LLC | - | Sep 5, 2026 | |
Fragments of Chaos Store/marketing art | Graphics and marketing material may be AI generated. | Big Cheez-it | - | Sep 5, 2026 | |
Happy Happy Little Shop In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running. | NerveSingerStudio | - | Sep 4, 2026 | |
SPEED: 8.X In-game content art | Some icons were created using generative AI. | petitmonte | - | Sep 4, 2026 | |
Lairs & Lordships In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D visual assets, UI elements, and promotional materials. All AI-assisted content is reviewed and curated by the developer. No AI-generated content is created during gameplay. | GAG Games | - | Sep 4, 2026 | |
Primal Heir: The Mortal Realm In-game content audio | Some background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay. | Animus | - | Sep 4, 2026 | |
Pirate Treasure: Tidy Up! In-game content text | Generative AI was used solely as a support tool for language translation. | Bricchi Games | - | Sep 4, 2026 | |
The Archive Project In-game content art | Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time). | Itchys | - | Sep 4, 2026 | |
BOOKED In-game content arttext | BOOKED uses generative AI-assisted artwork for some fictional in-game book covers and selected promotional/store artwork. Generative AI was also used to assist with some fictional book titles and creative concepts. All generated content was reviewed and selected by the developer before being included in the game. | TheHiddenRedPanda | - | Sep 4, 2026 | |
Feranidus In-game content art | Some of the sprites and marketing material started as AI-generated art that was processed and reworked by hand before use. No content is generated by AI while the game is running. | Uncle Skrufters | - | Sep 4, 2026 | |
A Place for Every Potion In-game content artaudio | I am a solo developer with ten years of experience, who started out as a 3D artist.
Every piece of 3D art in this game was made by me: the models, the UVs, the LODs. All of the game code and architecture was designed and programmed by me.
I used generative AI to assist me with some of the textures and the music.
This is a solo project with no funding and I wanted it to follow my vision so I needed any help I could get. If I ever could afford to hire people, that is what I am going to do! So we can deliver even better quality games! | CubeQuad Games | - | Sep 4, 2026 | |
Necromancer: The Fallen Serve In-game content artaudiotext | Necromancer: The Fallen Serve is primarily developed by me as a solo indie developer. I use generative AI as one of the tools in the project, including for some 3D assets, character voice lines, music, and promotional artwork. I've also worked with freelance artists and animators on parts of the game, including the skeleton army and animation work. I personally go through, refine and rework the assets until they fit the game the way I want them to. No generative AI content is created during gameplay. | Minch Games | - | Sep 4, 2026 | |
枪火幻想 In-game content art | Some of the artwork was generated using AI. | Lin Shun | - | Sep 4, 2026 | |
Tidy Arcana Store/marketing art | Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work. | GTGD | - | Sep 4, 2026 | |
Blade Dodger In-game content artaudio | Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play. | Sota Games LLC | - | Sep 4, 2026 | |
EMBERDEEP In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Sep 4, 2026 | |
Gray Company In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Sep 4, 2026 | |
Shardkeep In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Sep 4, 2026 | |
Pheles Rebirth In-game content text | Generative AI is used for translation in this game. | 紫苑もみじ | - | Sep 4, 2026 | |
天使の月配送 - Angel's Moon Delivery In-game content artcode | The game's artwork (character illustrations, moons, and UI images) and portions of the game code were created with the assistance of generative AI tools, and were then reviewed and edited by the developer. All AI-assisted content is pre-rendered; the game does not generate any content with AI at runtime. | neo studio | - | Sep 4, 2026 | |
Dystopia audioart | Dystopia uses AI to live-generate its radio: all music, DJ voices, lyrics,
song titles, and artist names are created by AI on our own servers and
streamed to every player. Our 3D environments render as Gaussian splats and
were AI generated using World Labs' Marble. | Null Hypothesis Inc. | - | Sep 4, 2026 | |
Tides of Caldmere In-game content artaudio | Some of this game's art and music assets were created with the help of generative AI tools during development.
Art: Character portraits, unit and enemy sprites, environment tiles, map decorations, and item icons were produced with the assistance of AI image-generation tools (including Retro Diffusion, PixelLab, and FLUX), then curated, edited, assembled, and integrated by the developer.
Music: Background music was generated with a licensed AI music-generation tool and edited by the developer.
All AI-assisted content is pre-generated and fixed in the shipped game — no content is generated live during gameplay. Every asset was reviewed and approved by the developer to ensure it is original to this game, does not infringe third-party intellectual property, and is appropriate for the game's audience. | Meridian Studios | - | Sep 4, 2026 | |
Can You Beat The AI God? In-game content arttext | We used generative AI tools (such as Claude) during development to assist with creating certain in-game assets, textures, or text elements. All AI-generated content has been reviewed, selected, and integrated by human creators into the final game. | Radaruss | - | Sep 4, 2026 | |
Boothill In-game content arttextcode | Some assets, translations, artwork, and scripts were generated with AI. | Theodore Scott Spence | - | Sep 4, 2026 | |
Crypt Runner Store/marketing arttext | Marketing Material | Midnight Raven Games LLC | - | Sep 4, 2026 | |
Cardboard Gladiators Unclear | AI helps us bring our creative ideas to life. In true indie fashion, we are two starving game developers—figuratively, and occasionally quite literally. It’s the only way for us to produce the art we need while saving our remaining coins for developing the game. If the budget grows, we’ll consider buying the better cheese from the local market. | 150 Beanies | - | Sep 4, 2026 | |
复苏王国 Store/marketing art | Generative AI tools were used during development to assist with early visual concepts, selected promotional artwork, and development support. All AI-assisted materials included in the final product were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player input to external generative AI services. | 1+1=2 | - | Sep 4, 2026 | |
ASCII Dungeon Crawl In-game content audioart | AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles. | Andrew Bellinger | - | Sep 4, 2026 | |
Idle Misadventures In-game content artaudio | Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic.
Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score. | Double Trouble Games | - | Sep 4, 2026 | |
Dream Simulators Live AI text | Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs. | Angelkiss Games | - | Sep 4, 2026 | |
Ax RPG II In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and graphical assets used in the game and its marketing materials. The generated assets were reviewed and selected by the developer before being included in the final product. No AI-generated content is created in real time while the game is running. | GGGsoft5 | - | Sep 4, 2026 | |
Eternal Rift Defense In-game content artaudiocode | Eternal Rift Defense uses AI-assisted tools during development to help generate and refine certain code, audio, visual assets, and design elements. All AI-assisted content is reviewed, modified, and validated by the developers to ensure quality, security, and consistency with the game’s design. | MagmaBear Games | - | Sep 4, 2026 | |
Aetherion Store/marketing artcode | Generative AI tools were used during development to assist with the creation and iteration of some visual assets and promotional artwork. All final assets are curated, reviewed and further edited or iterated on by the developer. AI-assisted development tools are also used for programming. No AI-generated content is created during gameplay. | AiirolDev | - | Sep 4, 2026 | |
Medusa Crisis In-game content text | Google Translate aided in the japanese translation of the game. but it kept throwing out overly polite phrases, so I still had to do a lot to get it done. | Crimsonren | - | Sep 3, 2026 | |
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
幻世英雄传说 In-game content artaudio | Some of the art scenes and music in this game are created using AI assistance. | 唐汉昌荣工作室 | - | Sep 3, 2026 | |
Century of Conquest In-game content artaudiotext | Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime. | Jiye Mingniao Games | - | Sep 3, 2026 | |
Chibi Legends: Mini Mayhem In-game content art | Our team uses generative AI tools For Marketing/Promotional Images and some in game assets. | Could Care Less | - | Sep 3, 2026 | |
Otherhold Store/marketing art | Generative AI was used during development to assist with the creation of some visual and promotional assets, including artwork used on the Steam store page and marketing materials. All AI-assisted content was reviewed and curated by the developer. No generative AI is used during gameplay. | Suarez Vanguard | - | Sep 3, 2026 | |
INKBORN In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Sep 3, 2026 | |
Glims In-game content art | Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live. | Matheuzera Games | - | Sep 3, 2026 | |
Ravens of War In-game content art | Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay. | Ángel Jiménez | - | Sep 3, 2026 | |
Auto Squad RPG In-game content artaudio | Generative AI was used in the creation of the background images and certain sound elements of this game. | Sena Interactive | - | Sep 3, 2026 | |
Guildfire In-game content arttextaudio | Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime. | Carlos Zúñiga | - | Sep 3, 2026 | |
Blood Vaults In-game content art | Blood Vaults was independently developed by Cryptwake Studios with limited assistance from generative AI tools. These tools were used as part of the development workflow to assist with select visual assets, content, and development materials. The game’s design, systems, mechanics, direction, and implementation are developer-created. Any AI-assisted content appearing in the final game is reviewed, modified where appropriate, and integrated by the developer. | Cryptwake Studios | - | Sep 3, 2026 | |
Final Night Firefight In-game content artaudio | Final Night Firefight uses generative AI tools during development to assist with the creation of some pre-generated game artwork, visual assets and music. I review, edit, and integrate all AI-assisted content as part of the game's development process. The game does not generate AI content live during gameplay. | Avanti Stark | - | Sep 3, 2026 | |
Trash & Infinite: Dungeon Card Unclear | AI was used in the game production process | Ti-Silver Wing | - | Sep 3, 2026 | |
Blocky Miner In-game content artcode | Generative AI was used to assist in the creation of some scripts and visual assets. All generated content was reviewed and integrated by the developer. | KRUSTY GAMES | - | Sep 3, 2026 | |
无尽仙路Dao Without End In-game content arttext | Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input. | Dreamin Studio | - | Sep 3, 2026 | |
Cat Spirit RPG In-game content art | Cat Spirit RPG uses generative AI tools during development to assist with the creation and iteration of some pre-generated visual assets and promotional artwork. All AI-assisted content is reviewed, edited, and refined by the development team to ensure it meets the game's established quality standards and creative direction before being included in the game or its marketing materials.
The game does not generate AI content during gameplay. | Shadow Sight Studios LLC | - | Sep 3, 2026 |