During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
- Creator
- Mynlex
- Reviews
- -
- Added
- Mar 18, 2026
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During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
Artificial Intelligence Tools were used to create the logos and images other than the screenshots on the store page of our game.
To support multiple languages, in-game text and store pages have been translated using AI.
Use AI tools to assist in the development of image materials, video materials, and audio materials
Some game images are generated by AI
Using AI to assist in writing story plots. Using AI to assist in generating art materials.
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Concept Art images on the gallery
This game uses AI-generated and post-edited content for the presentation of hidden object scenes and minigames.
I created the ideas and basic writing for the in-game scenario, but chatGPT provided corrections, feedback, and translation assistance. During the development process, AI-generated technology was used as an aid in the sketch and rough design stages. The generated elements were then finally adjusted and redrawn by the creator, to match the overall expressive style of the work.
本遊戲部分美術圖(如角色立繪與背景圖)由生成式人工智慧輔助產出,並經開發者人為修改與編輯。 遊戲本體的劇情與系統皆為人工撰寫,不含任何即時 AI 生成機制。
During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited.
Some store and in-game artworks were created using generative AI tools. All assets have been reviewed and edited to meet the game's artistic direction and quality standards.
Many of the images, videos, sounds, and background music in this game were generated by AI.
AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements.
Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay.
We use AI-generated content for in-game background images, marketing materials, and 2D assets.
Some of the marketing and promotional images used on this store page were created using AI tools to visually represent the game concept. The actual game content, including gameplay mechanics and in-game assets, was entirely developed by the team without any generative AI assistance.
Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality.
Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the voice-over lines used in the game. All AI-generated audio is pre-recorded during development, not generated live while the game is running, and every line is reviewed and approved by the developer. The game does not allow users to create their own AI-generated content.
We use AI for some code implementation, as well as for minor asset and SFX additions
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
This game uses AI-generated and post-edited content for the presentation of hidden object scenes and minigames.
The music was generated using AI.
This game uses AI-generated music and sound effects.
Some of the visual assets in The Adventurer’s Trial were initially created with the help of AI tools, and then carefully modified, refined, and integrated by hand to fit the game’s art style. All final in-game content has been reviewed and adjusted by the developer to ensure consistency and quality.
Some CGs and background images are generated by AI
AI was used to translate the store page into different languages
Pre-created images and music
The game's logo and some in-game artwork were created using generative AI.
The AI provides assistance in translating and proofreading the text.
Translation into other languages.
We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use.
The game's development was assisted by AI in specific areas: for upscaling some background textures and for generating visual reference material not used in the final version.
The game uses AI to generate content for the game and its store page, as well as marketing materials. The AI-generated content is manually reviewed by developers. If you find that this content infringes your copyright or contains illegal content, please contact the developers for deletion.
Some promotional images and character portraits use AI-generated image resources
Code & Development: AI tools were used to assist in organizing code structure and suggesting specific functions or methods. However, the vast majority of the game’s codebase was manually written and audited by the developer to ensure quality and performance. Text & Marketing: AI was utilized to help draft and refine the text used in the "About This Game" section and the short description on the Steam Store page.
The images displayed on the cards and the figures named as heroes were made using generative A.I.
We utilized AI technology in areas such as UI design and story text. However, we also performed secondary manual processing on these elements; we did not directly use AI-generated assets and text. Furthermore, apart from the aforementioned content, all other parts of the game were created manually and did not use AI.
We used AI to help with coding, but all the visuals and art assets are 100% handmade—no AI art at all.
Some icons and music tracks were created with the assistance of AI tools.
AI was use to generate code and for general help. A machine learning model is used to detect squats in game.
Some UI icons and background images are AI-generated.
I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it!
Visuals have been created with the use of AI.
This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version.
AI drawing, AI composition
Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals. All gameplay systems, mechanics, and code are developed manually.
AI was used in the development process to create graphics.
Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
LOOPINITY: Break the Cycle In-game content art | During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters. | Mynlex | - | Mar 18, 2026 | |
Who is Dumb Store/marketing art | Artificial Intelligence Tools were used to create the logos and images other than the screenshots on the store page of our game. | Artneron Games | - | Mar 18, 2026 | |
The ENDLESS BACKGATE In-game content text | To support multiple languages, in-game text and store pages have been translated using AI. | LIBERUM PROJECT | - | Mar 18, 2026 | |
Mainelander In-game content artaudio | Use AI tools to assist in the development of image materials, video materials, and audio materials | MISTY MOUNTAINS NETWORK TECHNOLOGY CO LTD | - | Mar 18, 2026 | |
桌面有矿 Store/marketing art | Some game images are generated by AI | LingJing | - | Mar 18, 2026 | |
Time travel light novels are full of beautiful girls Unclear textart | Using AI to assist in writing story plots.
Using AI to assist in generating art materials. | CHEN JIE | - | Mar 18, 2026 | |
Pharaoh's Leap Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 14 | Mar 18, 2026 | |
Tales of Formentera Store/marketing art | Concept Art images on the gallery | Three Monkeys | - | Mar 18, 2026 | |
2 in 1 Experience Hidden Objects In-game content art | This game uses AI-generated and post-edited content for the presentation of hidden object scenes and minigames. | magnussoft | - | Mar 18, 2026 | |
叔父さんを堕とすまで In-game content textart | I created the ideas and basic writing for the in-game scenario, but chatGPT provided corrections, feedback, and translation assistance.
During the development process, AI-generated technology was used as an aid in the sketch and rough design stages. The generated elements were then finally adjusted and redrawn by the creator, to match the overall expressive style of the work. | ふわふわ電子研究所 | - | Mar 18, 2026 | |
紅塵武俠 In-game content arttext | 本遊戲部分美術圖(如角色立繪與背景圖)由生成式人工智慧輔助產出,並經開發者人為修改與編輯。
遊戲本體的劇情與系統皆為人工撰寫,不含任何即時 AI 生成機制。 | 幼稚緣工作室 | - | Mar 18, 2026 | |
Faust Duel In-game content codetext | During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited. | A Bowl of Shrimp | - | Mar 18, 2026 | |
Battle Royale Manager In-game content art | Some store and in-game artworks were created using generative AI tools. All assets have been reviewed and edited to meet the game's artistic direction and quality standards. | Selecao | - | Mar 18, 2026 | |
リアルタイム将棋 In-game content artaudio | Many of the images, videos, sounds, and background music in this game were generated by AI. | Saikyosan | - | Mar 18, 2026 | |
Stars of Strife In-game content arttextcode | AI has been used in this product for rendering certain graphical assets and writing gameplay code/narrative elements. | Sicur54 | - | Mar 18, 2026 | |
THE 5'6" GAME In-game content art | Some background art and visual elements were created or enhanced using AI-assisted tools. No live AI content is generated during gameplay. | Jason Jeong | - | Mar 18, 2026 | |
Glitchfall In-game content art | We use AI-generated content for in-game background images, marketing materials, and 2D assets. | tatsumaki games | 13 | Mar 18, 2026 | |
Weeding Hall Simulator Store/marketing art | Some of the marketing and promotional images used on this store page were created using AI tools to visually represent the game concept. The actual game content, including gameplay mechanics and in-game assets, was entirely developed by the team without any generative AI assistance. | Ozan Kıyagan | - | Mar 18, 2026 | |
Hidden Paradise: Aloha with Love Collector's Edition In-game content art | Our game utilizes neural networks for creating visually stunning and immersive environments. AI technology is employed in the production pipeline to assist in rendering backgrounds and character designs, ensuring a unique and high-quality artistic style. While AI aids in the creative process, all generated content is carefully reviewed, refined, and finalized by our team of professional artists to meet the highest standards of originality and quality. | Do Games Limited | - | Mar 18, 2026 | |
That Game? audio | Yes. That Game? uses generative AI (for example ElevenLabs) to create some of the
voice-over lines used in the game. All AI-generated audio is pre-recorded during
development, not generated live while the game is running, and every line is
reviewed and approved by the developer. The game does not allow users to create
their own AI-generated content. | NineHold | - | Mar 18, 2026 | |
Pixel Aquarium In-game content codeaudio | We use AI for some code implementation, as well as for minor asset and SFX additions | Purple Sector | - | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 | |
2 in 1 Hidden Object Worlds In-game content art | This game uses AI-generated and post-edited content for the presentation of hidden object scenes and minigames. | magnussoft | - | Mar 18, 2026 | |
Drugs & Gambling In-game content audio | The music was generated using AI. | Kyle Kerlikowske | - | Mar 18, 2026 | |
今日は左と上の数字を見てマス目を塗りつぶすアレを無限にやりたい! In-game content audio | This game uses AI-generated music and sound effects. | Nineteen woods | 52 | Mar 18, 2026 | |
The Adventurer's Trial In-game content art | Some of the visual assets in The Adventurer’s Trial were initially created with the help of AI tools, and then carefully modified, refined, and integrated by hand to fit the game’s art style. All final in-game content has been reviewed and adjusted by the developer to ensure consistency and quality. | HY Studio | - | Mar 18, 2026 | |
飞跃旧屋之墙 In-game content art | Some CGs and background images are generated by AI | LeisureTuck | - | Mar 18, 2026 | |
I Can Only Speak Doner In-game content text | AI was used to translate the store page into different languages | Fokaia Studio | - | Mar 18, 2026 | |
Настоящие пазлы - Котята Unclear artaudio | Pre-created images and music | Black Cat Leo | - | Mar 18, 2026 | |
Slice Surge In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Flaurel's Diaries In-game content text | The AI provides assistance in translating and proofreading the text. | Angarsa Labs | - | Mar 18, 2026 | |
Dirty Piggy In-game content text | Translation into other languages. | Vorh Games | 10 | Mar 18, 2026 | |
Tic Cat Dog In-game content art | We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use. | Longoza Game Stuio | - | Mar 18, 2026 | |
Sonya In-game content art | The game's development was assisted by AI in specific areas: for upscaling some background textures and for generating visual reference material not used in the final version. | CHK | - | Mar 18, 2026 | |
无限升级的战士传说 In-game content arttext | The game uses AI to generate content for the game and its store page, as well as marketing materials. The AI-generated content is manually reviewed by developers. If you find that this content infringes your copyright or contains illegal content, please contact the developers for deletion. | JellyStudio | - | Mar 18, 2026 | |
提督与巨龙:重生 Store/marketing art | Some promotional images and character portraits use AI-generated image resources | 贪玩狗工作室 | - | Mar 18, 2026 | |
Lunio Store/marketing codetext | Code & Development: AI tools were used to assist in organizing code structure and suggesting specific functions or methods. However, the vast majority of the game’s codebase was manually written and audited by the developer to ensure quality and performance.
Text & Marketing: AI was utilized to help draft and refine the text used in the "About This Game" section and the short description on the Steam Store page. | Toca | - | Mar 18, 2026 | |
Archomni Store/marketing art | The images displayed on the cards and the figures named as heroes were made using generative A.I. | DIONYSIOS DIAMANTOPOULOS | - | Mar 18, 2026 | |
神魔山海经 In-game content text | We utilized AI technology in areas such as UI design and story text. However, we also performed secondary manual processing on these elements; we did not directly use AI-generated assets and text.
Furthermore, apart from the aforementioned content, all other parts of the game were created manually and did not use AI. | 红尘背包客 | 56 | Mar 18, 2026 | |
蛋岛的鸟 Dev only code | We used AI to help with coding, but all the visuals and art assets are 100% handmade—no AI art at all. | Eggfirst | - | Mar 18, 2026 | |
Occult Shop Clicker In-game content artaudio | Some icons and music tracks were created with the assistance of AI tools. | Asylum Ward Studios | - | Mar 18, 2026 | |
Fitness Run Dev only code | AI was use to generate code and for general help. A machine learning model is used to detect squats in game. | Adam Atamnia | - | Mar 18, 2026 | |
契约游戏:幻影 In-game content art | Some UI icons and background images are AI-generated. | Brown Sugar Mantou | - | Mar 18, 2026 | |
Devils Due In-game content artcode | I built Devil's Due as a weekend project, using Claude Opus for coding support and AI for the art assets (since I’m not exactly a 2D artist). I wanted to see if I could create something fun with AI assistance, and I really hope you guys enjoy playing it! | Data Illusion Studios | - | Mar 18, 2026 | |
Fishing Relax Store/marketing art | Visuals have been created with the use of AI. | Toprogress Studio | 12 | Mar 18, 2026 | |
Block_Blaster_Pinball In-game content textcodeartaudio | This game is the result of individual development. AI was used as a supportive tool for brainstorming, as well as for experimentation in programming, graphics, and music. No AI-generated content was included in the game without modification: every element was revised, edited, and manually refined for the final version. | Nobody Nothing | - | Mar 18, 2026 | |
卡牌世界 Card World Unclear art | AI drawing, AI composition | Huawen | - | Mar 18, 2026 | |
Skill Order In-game content art | Generative AI is currently used to create certain pre-rendered visual assets, including promotional artwork and some in-game visuals.
All gameplay systems, mechanics, and code are developed manually. | Eruption Games | - | Mar 18, 2026 | |
White Noise: Ghost Signal Unclear art | AI was used in the development process to create graphics. | AliceoffGame | - | Mar 18, 2026 | |
go cycling Store/marketing art | Regarding the composition of game and store images, I used the AI model DeepSeek-R1 to generate them.As far as I know, images generated by AI usually do not have copyright | hgmGame | - | Mar 18, 2026 |