Some visual assets were created using generative AI during development.
- Creator
- Quantum Box
- Reviews
- -
- Added
- Sep 28, 2026
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Some visual assets were created using generative AI during development.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
backgrounds and logo created by AI.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay.
Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
Tamagong uses generative AI in three places during development: Translation: the game's eight languages were translated with AI assistance. Audio: some sound effects and ambient tracks were produced with AI assisted tools. Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
localization assistance.
Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing.
AI was used for assets, code and some sounds
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
This game uses generative AI tools for the creation of its in-game graphics.
部分代码和美术使用了AI生成,并精修过
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
AI tools were mainly used to speed up development of the game, not to replace human creativity.
The game uses AI assisted localization to make the experience accessible to players in different languages.
Generativer Inhalt: Bild, Props
All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Music was produced with generative AI tools.
Generative AI tools were used during development to create 2D art assets, UI elements, and icons.
Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists. Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time!
Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team.
Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay.
Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
AI-Assisted Language Translation
Game uses AI for the game localization and marketing materials
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
Generated Images and 3D Models
AI generated graphics for logo and store page banner
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
Texture, Materials, sounds
Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay.
Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay.
This game makes use of AI generative video, audio and AI assisted scripting.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 | |
GemCremental Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Sep 27, 2026 | |
101 Circuits In-game content audiocode | AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language. | Chilling Moose Games | - | Sep 27, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
鬆獅蜥育成所 In-game content arttext | Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services. | KOKUTAN GAMES | - | Sep 27, 2026 | |
午后有喵 -Afternoon Paws- In-game content arttext | Generative AI was used during development to help create visual assets, including characters, cats, environments, story illustrations, animations, and promotional artwork, as well as portions of the writing and localization. These materials were reviewed and edited before inclusion. All AI-assisted content is prepared in advance; the game does not generate AI content during gameplay. | Leon Studio | - | Sep 27, 2026 | |
HEXPANSE In-game content artaudiotext | Hexpanse is a solo developer's experiment in building a game 100% with AI, and it is developed with AI assistance (including its source code). The game itself is built almost entirely from procedural, code-generated pixel art and synthesized audio — produced algorithmically by our own code, not by AI. Generative AI was used in two limited, pre-rendered ways: (1) as a starting point for some ship and station part illustrations, later cleaned up, processed and integrated by hand; and (2) to produce the neural text-to-speech voice-over of the intro cinematic. In Early Access, the community feedback I find relevant feeds the AI-assisted development. No generative AI runs while you play — nothing is generated live in-game. | Seedforge Studio | - | Sep 27, 2026 | |
Pickleball Tycoon In-game content artaudiotext | Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play. | Santiago Piedras Gonzalez | - | Sep 27, 2026 | |
Tamagong In-game content textaudioart | Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations. | rigelriv | - | Sep 27, 2026 | |
Distributed Shield In-game content arttext | Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery. | Future Sync Technologies | - | Sep 27, 2026 | |
Dino Warband In-game content arttext | Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime. | Slate Relay | - | Sep 27, 2026 | |
Idle Alien Fishing In-game content text | Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running. | AndrewKndd | - | Sep 27, 2026 | |
Sprayed to Rest: Bear Hollow Unclear artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Sep 27, 2026 | |
Looping Fields Beyond In-game content text | localization assistance. | Zakharov Viacheslav | - | Sep 27, 2026 | |
Legends of the Pitch In-game content art | Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing. | LZQI STUDIOS | - | Sep 27, 2026 | |
Debt & Daylight In-game content artcodeaudio | AI was used for assets, code and some sounds | Nextgenrun games | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 | |
プロやきゅう好きやねん!-ボールパーク・チャンピオンズ- プロ野球チーム経営シミュレーション In-game content art | This game uses generative AI tools for the creation of its in-game graphics. | BallparkChamps | - | Sep 27, 2026 | |
多子多福:修仙界亿代同堂 In-game content artcode | 部分代码和美术使用了AI生成,并精修过 | 吸怪 | - | Sep 27, 2026 | |
Everything You Need In-game content artaudio | I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore! | Raymond Williams | - | Sep 27, 2026 | |
Bloodlines & Banners In-game content artaudiotext | Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later. | Synprax Labs | - | Sep 27, 2026 | |
Second Source In-game content audiotext | The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play. | Pablo Marcelo Riestra | - | Sep 27, 2026 | |
Instructions for Gary Dev only | AI tools were mainly used to speed up development of the game, not to replace human creativity. | Slade | - | Sep 27, 2026 | |
Trox The Reversal In-game content text | The game uses AI assisted localization to make the experience accessible to players in different languages. | TROJAN PRODUCTIONS PRIVATE LIMITED | - | Sep 27, 2026 | |
phpFarm In-game content art | Generativer Inhalt: Bild, Props | Rhou | - | Sep 27, 2026 | |
GuGuGaGa-DeskPet In-game content artaudiocode | All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed. | MageStudio | - | Sep 27, 2026 | |
Puzzle Simulator In-game content audio | Music was produced with generative AI tools. | Bubble Games | - | Sep 27, 2026 | |
种啥长啥:这个农场不太对 In-game content art | Generative AI tools were used during development to create 2D art assets, UI elements, and icons. | Odd Sprout Studio | - | Sep 27, 2026 | |
The Mayor’s Hand In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay. | JustCodeIt | - | Sep 27, 2026 | |
Football Academy Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Kiki Games | - | Sep 27, 2026 | |
角落的观鸟大年 In-game content artaudiotext | Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play. | 歪DOC | - | Sep 27, 2026 | |
潮汐日记 In-game content arttext | Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists.
Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time! | XIBINGOU | - | Sep 27, 2026 | |
Toast Cat: Scratch & Win In-game content arttext | Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team. | ToastCat Games | - | Sep 27, 2026 | |
Antillia In-game content artaudiotext | Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay. | Alagondar | - | Sep 27, 2026 | |
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | Sep 27, 2026 | |
Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Increwar In-game content textart | Game uses AI for the game localization and marketing materials | SoftwareLlama | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
Paddock360 Store/marketing art | AI generated graphics for logo and store page banner | Lights Out Global Ventures Pvt Ltd | - | Sep 26, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Clinical Memory Unclear artaudio | Texture, Materials, sounds | Zazuna Team | - | Sep 26, 2026 | |
Space Tanks Store/marketing art | Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay. | Black Blowfish Software Labs | - | Sep 26, 2026 | |
Nova Origin In-game content art | Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay. | ZapNova Games | - | Sep 26, 2026 | |
Future Fab Heroes In-game content artaudiocode | This game makes use of AI generative video, audio and AI assisted scripting. | ASU SWAP Hub | - | Sep 26, 2026 |