AI was used to assist with translating the in-game text.
- Creator
- Hunted Cow Games
- Reviews
- -
- Added
- Jun 28, 2026
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AI was used to assist with translating the in-game text.
Generative AI was used in this game’s development and related asset creation, including the game code, three music tracks, selected visual assets, and multilingual localization translation.
The game uses google translate for localization on the store page an ingame.
Some artwork and localization were created with the assistance of AI tools.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using ACE-Step (an open-source model whose output permits commercial use). All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay.
My game currently uses generative AI only to assist with temporary localization and translation work, mainly as a placeholder until the translations can be reviewed and replaced by professional human translators.
Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer. Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay.
Some of this game's art assets were created with the assistance of generative AI tools during development, then hand-selected, edited, composited, and laid out by the developer before being integrated into the game. All AI-assisted content has been reviewed by the developer to ensure it contains no inappropriate or infringing material. No AI content is generated in real time during gameplay.
This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights.
AI is used for localisation purposes.
All background music used in this game are pre-generated offline AI audio assets sourced from Pixabay (static files only, no real-time generation). All materials fully comply with Pixabay’s free commercial use license with no copyright infringement issues. Full download records of these assets are retained, and there is no mandatory requirement to disclose specific AI generation tools. Localized texts and tutorial content of the game are created with the assistance of AI tools. All AI-generated content has been reviewed for compliance.
Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer.
During the development process, AI tools were used to assist in the design of some visual assets (such as UI elements and environmental textures) and in optimizing the coding structure. All AI-assisted content was reviewed and refined before being integrated into the final build
AI tools were used to generate store page capsule images, trailers, and Videos.
Some image assets are generated by AI.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
ESTRO Quantum uses generative AI only for some of its 2D/3D visual assets. Card illustrations and cosmetic art (card skins, backdrops, card backs) were created with the help of generative AI image-generation tools, then curated and reviewed by the developer before being included in the game. No AI-generated content is produced live during gameplay; the single-player "AI opponents" are traditional rule-based systems and do not use generative AI.
This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Some artwork, text drafts, and development materials were assisted by generative AI tools and then reviewed or edited by the developer. Core gameplay rules, player progress, purchases, and account-related decisions are not generated by AI during play.
OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists.
AI tools were used to assist with parts of the background music and artwork during development. In addition, AI-generated translation was used for all languages other than Japanese.
The game's Steam Library assets have some usage of image generative AI
Splatapult contains generative AI Art
Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play.
Some marketing and store page artwork (capsule images, avatars and banners) were created with the assistance of generative AI tools. Some audio assets were also generated or assisted with AI tools. All AI-generated assets are reviewed and edited by the developer to ensure quality and consistency with the game's identity.
Some interface elements are created using AI
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
Most of the code and game assets are AI-generated.
Unit sprites and game sound tracks were generated using AI.
Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material.
AI is only used for generating part of art and audio resources, as well as multilingual translation.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
AI services have been used for both code and asset generation in this game.
Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay.
This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
Partial game source codes, texture assets and store promotional artwork are created with generative AI tools. All AI-generated contents have been fully manually reviewed, modified and optimized by the developer before integrating into the final game build. No AI content is dynamically generated during gameplay.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
AI tools are used to generate multilingual translations of game text for playtests.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images).
Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime.
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
AI is occasionally used for game art and quality control.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
Finesse uses generative AI tools for select pre-generated content created during development: - Meshy — 3D model generation for some character and environment assets - ElevenLabs — voice line generation for in-game audio - Suno — music track generation for soundtrack and ambient audio - Anthropic Claude — assistance with in-game text content (descriptions, narrative copy) All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
AI was used to develop some of the musical compositions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Take That Hill In-game content text | AI was used to assist with translating the in-game text. | Hunted Cow Games | - | Jun 28, 2026 | |
Tetraclash Reforged In-game content artaudiocodetext | Generative AI was used in this game’s development and related asset creation, including the game code, three music tracks, selected visual assets, and multilingual localization translation. | RainDoKKa | - | Jun 28, 2026 | |
MASUKU In-game content text | The game uses google translate for localization on the store page an ingame. | Lowtek Games | - | Jun 28, 2026 | |
覚醒:鬼ヶ島 In-game content arttext | Some artwork and localization were created with the assistance of AI tools. | SHINKURO VALLEY | - | Jun 28, 2026 | |
Kingdom Chronicle In-game content artaudio | This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using ACE-Step (an open-source model whose output permits commercial use). All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated). | スタジオ白猫斎 / Studio Hakubyousai | - | Jun 28, 2026 | |
BannerRush In-game content art | Some 2D art (icons and illustrations) was created with the help of generative AI tools and refined by the developer. No AI content is generated during gameplay. | HexLeaf Studio | - | Jun 28, 2026 | |
Fluffy Fighters - Tactical Dev only text | My game currently uses generative AI only to assist with temporary localization and translation work, mainly as a placeholder until the translations can be reviewed and replaced by professional human translators. | Lightcroft | - | Jun 28, 2026 | |
Lawless Streets In-game content audio | Generative AI was used only for certain voice and audio elements featured in the game and its trailer. All gameplay systems, visual assets, game design, programming, and other content were created and implemented by the developer.
Players cannot generate content using AI within the game, and no AI-generated content is created during gameplay. | Ak Game Studio | - | Jun 27, 2026 | |
赢麻了 In-game content art | Some of this game's art assets were created with the assistance of generative AI tools during development, then hand-selected, edited, composited, and laid out by the developer before being integrated into the game. All AI-assisted content has been reviewed by the developer to ensure it contains no inappropriate or infringing material. No AI content is generated in real time during gameplay. | F11 Game Studio | - | Jun 27, 2026 | |
K-CHESS OMEGA In-game content art | This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights. | Deep Square Studio | - | Jun 27, 2026 | |
Conqueror's Stage In-game content text | AI is used for localisation purposes. | LeftLane Interactive | - | Jun 27, 2026 | |
Stellacore Defense In-game content audiotext | All background music used in this game are pre-generated offline AI audio assets sourced from Pixabay (static files only, no real-time generation). All materials fully comply with Pixabay’s free commercial use license with no copyright infringement issues. Full download records of these assets are retained, and there is no mandatory requirement to disclose specific AI generation tools.
Localized texts and tutorial content of the game are created with the assistance of AI tools. All AI-generated content has been reviewed for compliance. | SLASH | - | Jun 27, 2026 | |
Floodline Legion In-game content art | Some pixel art (sprites, icons, UI) was created with the help of generative AI tools, with all assets reviewed and hand-edited by the developer. | Rune Games | - | Jun 27, 2026 | |
Soldier Offensive In-game content artcode | During the development process, AI tools were used to assist in the design of some visual assets (such as UI elements and environmental textures) and in optimizing the coding structure. All AI-assisted content was reviewed and refined before being integrated into the final build | Oguz Abdullah Celik | - | Jun 27, 2026 | |
Bunker Buster Store/marketing art | AI tools were used to generate store page capsule images, trailers, and Videos. | ALPHALOTA | - | Jun 27, 2026 | |
WARONOMY In-game content art | Some image assets are generated by AI. | Aventine Legends | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
ESTRO Quantum In-game content art | ESTRO Quantum uses generative AI only for some of its 2D/3D visual assets. Card illustrations and cosmetic art (card skins, backdrops, card backs) were created with the help of generative AI image-generation tools, then curated and reviewed by the developer before being included in the game. No AI-generated content is produced live during gameplay; the single-player "AI opponents" are traditional rule-based systems and do not use generative AI. | Estro.Games | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
御魂传说 In-game content arttext | Some artwork, text drafts, and development materials were assisted by generative AI tools and then reviewed or edited by the developer. Core gameplay rules, player progress, purchases, and account-related decisions are not generated by AI during play. | ZHU ZHI | - | Jun 27, 2026 | |
OUTWORKS In-game content artaudiocode | OUTWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
IGL - In Game Leader In-game content text | I have used generative AI tools to assist with localization of in-game text into additional languages, as I am a native English speaker. Source text (UI strings, menus, tutorial/coaching content) is authored in English; AI is used to produce initial translations, which are then reviewed and edited before shipping. The game contains no live/real-time AI-generated content. All other game content including artwork, audio and design, is created by real humans. This includes assets from the Unity store, Synty store, Humble Bundles and Fiverr artists. | CleverByte Games | - | Jun 27, 2026 | |
One Stroke Hunter | AI tools were used to assist with parts of the background music and
artwork during development. In addition, AI-generated translation was
used for all languages other than Japanese. | Ghost-D-Games | - | Jun 27, 2026 | |
Forward Assault Store/marketing art | The game's Steam Library assets have some usage of image generative AI | Lucas Wilde | 72 | Jun 27, 2026 | |
Splatapult Store/marketing art | Splatapult contains generative AI Art | Recoil Mojo | - | Jun 16, 2026 | |
Guild Idle In-game content arttextcode | Generative AI was used to code & write elements of this game including but not limited to items, default hero names, default party names, SVG Vectors and to make balance decisions and other elements of game play. | GuildIdleDev | - | Jun 16, 2026 | |
Imperium Warbands | Some marketing and store page artwork (capsule
images, avatars and banners) were created with
the assistance of generative AI tools. Some
audio assets were also generated or assisted
with AI tools. All AI-generated assets are
reviewed and edited by the developer to ensure
quality and consistency with the game's
identity. | Jhulyan Studio | - | Jun 16, 2026 | |
Hand of God In-game content art | Some interface elements are created using AI | Cat A Rich | - | Jun 16, 2026 | |
Rogue Striker In-game content art | Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release. | Zyg Studios | - | Jun 16, 2026 | |
More War: Iron and Arcane In-game content codeart | Most of the code and game assets are AI-generated. | Vision Party | - | Jun 16, 2026 | |
Tile Conquest In-game content artaudio | Unit sprites and game sound tracks were generated using AI. | Jectvisor Games | - | Jun 16, 2026 | |
Capture the enemy camp In-game content art | Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material. | GU ZHENG | - | Jun 16, 2026 | |
群雄战歌:妖火纪元 In-game content artaudiotext | AI is only used for generating part of art and audio resources, as well as multilingual translation. | LI BO | - | Jun 16, 2026 | |
Alembix TCG In-game content art | We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material. | DFT Games Studios | - | Jun 15, 2026 | |
Railroad Rummy In-game content artcode | AI services have been used for both code and asset generation in this game. | Aterx Hobby | - | Jun 15, 2026 | |
Hold It In In-game content audio | Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay. | Timothy Graham | - | Jun 15, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
墨影突围:无尽生存 In-game content artcode | Partial game source codes, texture assets and store promotional artwork are created with generative AI tools. All AI-generated contents have been fully manually reviewed, modified and optimized by the developer before integrating into the final game build. No AI content is dynamically generated during gameplay. | Li Yang | - | Jun 15, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Zeitnot Dev only art | AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game. | Emremefa | - | Jun 13, 2026 | |
Chess & Chapter In-game content text | AI tools are used to generate multilingual translations of game text for playtests. | 游际线 | - | Jun 13, 2026 | |
삼국지 클래식 (Three Kingdoms Classic) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | SEEAT | 122 | Jun 13, 2026 | |
Dynasty! In-game content audioarttext | Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images). | newberry94005 | - | Jun 12, 2026 | |
Firewall Maze In-game content art | Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime. | TwistedBob Games | - | Jun 12, 2026 | |
ASCENDANT VEIL In-game content art | Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork. | Ascendant Veil Studios | - | Jun 12, 2026 | |
Dying Hope In-game content art | AI is occasionally used for game art and quality control. | 109 Below | - | Jun 12, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
Fallen Isekai In-game content art | Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game. | Meet Future | - | Jun 12, 2026 | |
Finesse In-game content artaudiotext | Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game. | GamerFrame | - | Jun 12, 2026 | |
Cat's Wars In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 35 | Jun 12, 2026 |