This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
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- Yossy
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- Aug 22, 2026
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This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
Some images and text in this game were created with the assistance of generative AI.
本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
As a solo developer, I made use of AI for generation of models and music to act as base components. These typically went through much manual editing afterwards. Some AI was used for testing & improvements to code in some areas
Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay.
Some of the Artwork. As a coding helper.
This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game. The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use.
This is a project that uses AI to make an old RTS program run in a web browser. The images were generated using GPT image generation.
Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services.
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production. Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself. In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
The background music was generated using AI, but it is intended to be replaced with human-made music once suitable tracks are found.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Iron Command uses generative AI for part of its content: • 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand. • The key art used on the title screen and for the store images was generated with an image model and edited afterwards. • The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer. Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI.
The AI Programs Are Used Only For Voice Acting Purposes.
Terran Dawn is a solo-developed game, and generative AI tools were used during its production. Everything AI-assisted is created ahead of time and shipped as fixed files inside the build: the game generates nothing while you play, contacts no AI service at runtime, and sends no player data anywhere. Where these tools were used: - 3D assets: ship, station and building meshes were produced with AI text-to-3D generation, then rescaled, re-oriented, re-textured and hand-corrected to fit the engine. - 2D art and textures: interface illustrations, encyclopedia art and some surface textures were generated from hand-written prompts and edited afterwards. - Sound effects: a portion of the weapon, interface and explosion sounds were generated with AI audio tools, then trimmed and mixed by hand. - Music: the soundtrack was created with AI music generation. - Voice-over: mission briefings and in-mission radio lines are AI text-to-speech, performed from scripts written by the developer. - Video transmissions: the in-game character broadcasts use a licensed synthetic presenter and synthetic voice to deliver dialogue written by the developer. - Translation: the game's text was translated into its supported languages with the help of an AI language model. - Some of the game's source code was written with AI coding assistants. The game's design, story, missions, rules and balance are written by the developer. No generative AI runs while the game is playing.
AI-assisted tools were used solely during development to support programming tasks such as coding, debugging, and refactoring. All resulting code was reviewed, tested, and integrated by the developer. The game does not generate content using AI during gameplay.
Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime.
Some of the images and videos are generated with AI.
Art Assets Generated by AI. Vibe Coded Game. Moddable. Fully Editable.
本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。 対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも 開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。 音楽・効果音・地図素材・フォントには生成AIを使用していません。
Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
CardCrafter uses generative AI to create some of the content shipped with the game: • Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human. • Audio: some sound effects and background music are created with generative AI tools. • Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread. All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion.
A small portion of art assets were created with AI assistance. All AI-generated outputs were manually reviewed, modified, and refined before use.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
We used coding assistance as well as music generation
All voices are Ai generated along with the soundtracks. They are however created under strict instructions and hours of testing to get them right. Ai assisted in creating models/props.
Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards.
Covers and logo have been designed using AI
Generative AI tools were used during development to create and assist with many of the game's visual assets, including character artwork, card illustrations, backgrounds, and UI elements. These assets were generated during development and are included in the game as pre-generated, static content. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay.
Using artificial intelligence to assist with repetitive coding tasks
ChromaFlow was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Generative AI was used throughout development to create the game's visual assets and other production content. All game design, extensive balancing, and fine-tuning were done manually by the development team.
the code/image of game are mostly implemented by AI.
Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play.
Generative AI was used as a writing and translation aid during development, always under human direction and review: in-game lesson and interface text, their translations into the supported languages, achievement text, and this store page. All of it was reviewed by the developer. The game itself does not use AI at runtime — nothing is generated while you play, and every level is deterministic.
Some visual assets were AI‑assisted, but all final in‑game art was fully artist‑redesigned, and certain marketing materials used limited AI support.
Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
AI tools were used for research and to assist in creating some visual assets. All final assets were reviewed and refined by the developer.
Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials.
Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay.
AI was only used to generate minimal resources to support unit design and partial localization. All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
Voxel Siege uses generative AI for some pre-generated content, all reviewed by the developer before inclusion. Specifically: some in-game material/block textures were created with AI image tools; the music and sound effects were created with AI audio-generation tools; the store page description and some marketing copy were drafted with AI assistance; and some level/fortress layouts were generated with AI-assisted tooling. All AI-generated content was created during development (not live or at runtime), was reviewed by the developer, and does not incorporate third-party intellectual property. The game does not generate any AI content live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GRIDLOCK GAMBIT In-game content audioarttext | This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer. | Yossy | - | Aug 22, 2026 | |
Send More Monsters In-game content arttext | Some images and text in this game were created with the assistance of generative AI. | MightyCodeDragon | - | Aug 22, 2026 | |
水浒英雄传:八幕战役 In-game content art | 本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。 | dztdash | - | Aug 22, 2026 | |
IAH: INTERNET WAR Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Vitali Kirpu Productions | 21 | Aug 22, 2026 | |
All Pool Player Go To Hell In-game content artaudiocode | As a solo developer, I made use of AI for generation of models and music to act as base components. These typically went through much manual editing afterwards.
Some AI was used for testing & improvements to code in some areas | John McGrath | - | Aug 22, 2026 | |
Soul of Slime In-game content art | Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay. | XYZ Games | - | Aug 22, 2026 | |
Dead Man's Gulch Dev only artcode | Some of the Artwork.
As a coding helper. | Off the Clock Hermit | - | Aug 22, 2026 | |
Roads Beneath The Crown In-game content arttext | This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay. | Wayward Salmon | - | Aug 22, 2026 | |
Grumpy Hero Grinder In-game content artaudiocodetext | Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use. | devtainer | - | Aug 22, 2026 | |
Nebula Blink In-game content art | This is a project that uses AI to make an old RTS program run in a web browser.
The images were generated using GPT image generation. | saizwong | - | Aug 22, 2026 | |
Steel Wolverines: Modern Armored Combat In-game content art | Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services. | WolverinDev | - | Aug 22, 2026 | |
百鬼骰 In-game content art | Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime. | Yangward Games | - | Aug 22, 2026 | |
SIGNOS: AI Robot Builder In-game content artaudio | This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team. | zeoperdise | - | Aug 22, 2026 | |
Tactical Squad In-game content audio | The background music was generated using AI, but it is intended to be replaced with human-made music once suitable tracks are found. | Anarchy Corner | - | Aug 22, 2026 | |
God Complex In-game content arttext | Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay. | Escaping Inevitability Games | - | Aug 22, 2026 | |
Iron Command In-game content artaudiotext | Iron Command uses generative AI for part of its content:
• 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand.
• The key art used on the title screen and for the store images was generated with an image model and edited afterwards.
• The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer.
Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI. | Silvester Langen | - | Aug 22, 2026 | |
The Team Seven In-game content audio | The AI Programs Are Used Only For Voice Acting Purposes. | ReLibrary Interactive | - | Aug 22, 2026 | |
Terran Dawn In-game content artaudiotextcode | Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing. | Dengel Kálmán | - | Aug 22, 2026 | |
Hexfall Dev only code | AI-assisted tools were used solely during development to support programming tasks such as coding, debugging, and refactoring. All resulting code was reviewed, tested, and integrated by the developer. The game does not generate content using AI during gameplay. | Schatzl IT Solutions GmbH | - | Aug 22, 2026 | |
Close the Sky In-game content artaudio | Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime. | Iron Trident Games | - | Aug 22, 2026 | |
机甲大乱斗 Store/marketing art | Some of the images and videos are generated with AI. | P1P2 Games | - | Aug 22, 2026 | |
ORB27 Unclear art | Art Assets Generated by AI. Vibe Coded Game.
Moddable. Fully Editable. | iFlo | - | Aug 22, 2026 | |
Worldline Simulator In-game content art | 本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。
対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも
開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。
音楽・効果音・地図素材・フォントには生成AIを使用していません。 | TANUKICODE | - | Aug 22, 2026 | |
Survival Fund Manager In-game content artaudio | Generative AI was used to create some of the image and sound assets used in the game. These include character illustrations, card artwork, design elements, and some sound assets. All AI-generated content was reviewed and edited as necessary by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services. | Mr_Metheus | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
鑄牌匠心 In-game content artaudiotext | CardCrafter uses generative AI to create some of the content shipped with the game:
• Art: card illustrations, character and enemy portraits, icons, currencies and background scenes are created primarily with generative image models, then curated, post-processed and integrated by human.
• Audio: some sound effects and background music are created with generative AI tools.
• Text & localization: In-game text such as card descriptions is drafted with AI assistance and edited by hand; the Simplified Chinese and English localizations are machine-translated first, then human-proofread.
All of this content is pre-generated during development and baked into the game. The game does not generate any AI content at runtime, and never sends player input to an AI. Everything produced with AI is reviewed and selected by human before inclusion. | FunPlay Tech | - | Aug 22, 2026 | |
On The Hook In-game content art | A small portion of art assets were created with AI assistance.
All AI-generated outputs were manually reviewed, modified, and refined before use. | TrueEnding | - | Aug 22, 2026 | |
The Override Protocol In-game content artaudio | OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service. | Ruppel GmbH | - | Aug 22, 2026 | |
Worldkampf '72 In-game content codeaudio | We used coding assistance as well as music generation | Ubben Ubben Studios | - | Aug 22, 2026 | |
21: Dead Man's Deck In-game content audioart | All voices are Ai generated along with the soundtracks. They are however created under strict instructions and hours of testing to get them right. Ai assisted in creating models/props. | Downdog2519 | - | Aug 22, 2026 | |
Magic Portals In-game content arttext | Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards. | RTForge | - | Aug 22, 2026 | |
4096 Space Traders Era Store/marketing art | Covers and logo have been designed using AI | Benoit Varasse | - | Aug 20, 2026 | |
Petal and Blade In-game content art | Generative AI tools were used during development to create and assist with many of the game's visual assets, including character artwork, card illustrations, backgrounds, and UI elements. These assets were generated during development and are included in the game as pre-generated, static content. The game does not use generative AI to create content during gameplay. | Murat Akdogan | - | Aug 20, 2026 | |
Herd League In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some 2D artwork, visual assets, UI elements, and marketing materials. All generated content used in the final product is selected and reviewed by the developer. No generative AI content is generated during gameplay. | Elmiva Games | - | Aug 20, 2026 | |
Dicey Darlings Dev only code | Using artificial intelligence to assist with repetitive coding tasks | FANG QITONG | - | Aug 20, 2026 | |
ChromaFlow Store/marketing codetext | ChromaFlow was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Aug 20, 2026 | |
PUSH MID In-game content art | Generative AI was used throughout development to create the game's visual assets and other production content. All game design, extensive balancing, and fine-tuning were done manually by the development team. | Cartboard Games | - | Aug 20, 2026 | |
Harvest Story In-game content artcode | the code/image of game are mostly implemented by AI. | CYCLOPS | - | Aug 20, 2026 | |
Lanternfall In-game content art | Some of Lanternfall's visual assets were produced with the help of AI tools. Concept art, 3D character and prop models, and character rigging and animation were generated with AI and then edited, corrected, lit, rendered and integrated by hand by the developer. Level backgrounds are hand-composed 3D scenes rendered offline. All shipped content is reviewed, adjusted and owned by EverLabs Software Ltd. No generative AI runs at runtime; nothing is generated live during play. | EverLabs Software Ltd | - | Aug 20, 2026 | |
RouteScript In-game content text | Generative AI was used as a writing and translation aid during development, always under human direction and review: in-game lesson and interface text, their translations into the supported languages, achievement text, and this store page. All of it was reviewed by the developer. The game itself does not use AI at runtime — nothing is generated while you play, and every level is deterministic. | smak.works | - | Aug 20, 2026 | |
Throne & Conquest: King Arthur In-game content art | Some visual assets were AI‑assisted, but all final in‑game art was fully artist‑redesigned, and certain marketing materials used limited AI support. | Last Man Smiling | - | Aug 20, 2026 | |
Vangrid In-game content art | Some of the artwork in this game was created with the help of generative AI (Google Gemini). All AI-generated assets are pre-rendered and shipped with the game; no content is generated in real time during gameplay. | Vangrid | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
Wall Street Donkey In-game content art | AI tools were used for research and to assist in creating some visual assets. All final assets were reviewed and refined by the developer. | NoCoo Fox | - | Aug 20, 2026 | |
Bottlecappers In-game content text | Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made. | ShardanaForge | - | Aug 20, 2026 | |
Tarot Gambit In-game content artaudiotext | Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game. | XiaoyaoYi | - | Aug 20, 2026 | |
Team Commander Live AI text | Team Commander uses generative AI to interpret player-issued natural-language commands and convert them into predefined in-game actions. The AI is used for command interpretation and does not generate unrestricted story, dialogue, images, or other free-form gameplay content. Generative AI was also used to assist with some visual and localized store materials. | 제이게임즈 | - | Aug 20, 2026 | |
Cosmic Ascent In-game content arttext | Some visual assets, branding exploration, and first-pass localization drafts were created or assisted with generative AI tools. All content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not generate AI content in real time during gameplay. | Leandro Albornoz | - | Aug 20, 2026 | |
Hell Deck In-game content arttext | AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere. | OFFMOON Inc. | 118 | Aug 20, 2026 | |
Voxel Siege In-game content artaudiotext | Voxel Siege uses generative AI for some pre-generated content, all reviewed by the developer before inclusion. Specifically: some in-game material/block textures were created with AI image tools; the music and sound effects were created with AI audio-generation tools; the store page description and some marketing copy were drafted with AI assistance; and some level/fortress layouts were generated with AI-assisted tooling. All AI-generated content was created during development (not live or at runtime), was reviewed by the developer, and does not incorporate third-party intellectual property. The game does not generate any AI content live during gameplay. | Frontier App Labs | - | Aug 20, 2026 |