The images and background music used in this game were created using a generative AI.
- Creator
- bitman games
- Reviews
- -
- Added
- Jun 3, 2026
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Interactive or runtime AI features disclosed by the developer.
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The images and background music used in this game were created using a generative AI.
Al were used to assist with translating text into multiple languages.
AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer.
I used chatgpt to remaster some models, and to boost my artwork. I DID NOT: - let AI create any new models - design any of my levels or scripts - generate voices or music
Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer.
Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets.
Some visual assets and music in this game were created with the assistance of AI tools.
AI tools are used to assist in development, including code, writing, art, and sound effects
The following aspects of this game's development were assisted by AI tools: • Code architecture planning and refactoring suggestions • Debugging assistance • Localization (English / Simplified Chinese / Japanese / and other supported languages) • Initial drafts of select art assets • Background music generation (SUNO) All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
AI was partially utilized in the development of the game's code and localized text.
Some textures for secondary objects, such as the images used in some paintings, have been generated by AI.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Some of the art assets and background music in this game were generated using artificial intelligence technology.
Generative AI tools were used to assist with localization drafts, wording review, store text preparation, research into real-world goods and price references, code debugging, and optimization suggestions. All final text, translations, game design, data, UI implementation, pricing decisions, and release decisions are reviewed and controlled by the developer.
Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer.
Generative AI tools were used exclusively to assist in the creation of background ambient audio tracks. All code, environmental concept art, and level design were hand-crafted without the use of generative AI.
The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster.
When creating the interface, I used AI (all kinds of buttons, icons)
部分模型贴图素材使用AI辅助生成
Some graphics (including certain illustrations and character elements) were created using generative AI
The in-game graphics, music, and some sound effects are AI-generated and post-processed by humans.
Some of the game's art assets were created with the assistance of generative AI tools.
This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay. Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer. Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement. Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks. Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game. Localization: The English translation is produced with AI assistance and reviewed by the developer.
Just like with minesweeper I needed to consult the AI overlords to learn code
All CGs, movies, and music in this game are AI generated with some manual edits. AI is also used for coding, debugging, and localization.
Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication.
Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay.
Art Resource
AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer
Use AI to generate images or code
ui texture, translation
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
使用AI生成的游戏内容,包括所有图像和声音。 All images and sounds in the game are generated by AI.
Some promotional artwork, store capsule images, and marketing visuals were created with the assistance of generative AI tools and then reviewed, selected, and edited by the developer. The game itself does not generate new AI content during gameplay.
During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work.
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
Partial UI assets are generated by AI. Core game art, plot and models are manually created or use CC‑BY 4.0 open‑source licensed materials.
1) Bundled sample project. All of the Quillhollow-specific data in the optional, read-only "A Christmas Carol" sample project was AI-generated to demonstrate how the app organizes a manuscript: the character, location, plot-thread, theme, and world-building cards and their descriptions, along with tags, links, beats, pins, and scene statuses. The sample's prose is the public-domain text of Charles Dickens' A Christmas Carol (from Standard Ebooks, released under CC0) and is not AI-generated. 2) Store page and marketing text. Some of the written copy on the store page and in our marketing materials was drafted with AI assistance and then reviewed and edited by a human before publication.
AI-generated voice acting is used for some NPC dialogue. All gameplay mechanics, level design, and core game content are handcrafted.
We begin by defining detailed character backgrounds, which are then transformed into base concept art using generative AI. Subsequently, we perform local editing, detailed repainting, and textural refinement on these images to ensure every asset meets our specific design requirements.
Generative AI tools were used during development to assist with pre-generated content such as code iteration, localization assistance, and edited achievement icon variants. The game does not generate AI content at runtime. All content included in the product and Steam materials is reviewed and selected by the developer before release.
Some marketing artwork on this store page (capsule images, library hero, page background) was generated with AI image tools and then composited with vector-rendered typography. No AI-generated content ships inside the game itself. All player names, team names, draft classes, and simulation outcomes are produced by procedural algorithms with a seeded random number generator, not by AI models.
- Code was written with Assistance of Anthropic Claude Code - Character Portraits were created with Google Gemini - Other Art Assets and Sound Effects were created using Python (matplotlib, wave)
Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay.
Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer.
WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay.
Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English.
AI was used ONLY to: - Create the soundtrack - Help with repetitive coding tasks
This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MAGISTAL In-game content artaudio | The images and background music used in this game were created using a generative AI. | bitman games | - | Jun 3, 2026 | |
暗面 Dark Side Void In-game content text | Al were used to assist with translating text into multiple languages. | Beyond The Light Cone | - | Jun 3, 2026 | |
BlissFlow In-game content artaudiotextcode | AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer. | Flownautic | - | Jun 3, 2026 | |
Dark Eyes - Super Soldier 2 In-game content art | I used chatgpt to remaster some models, and to boost my artwork.
I DID NOT:
- let AI create any new models
- design any of my levels or scripts
- generate voices or music | Ruud Tacken | - | Jun 3, 2026 | |
Isle Of Nexaryth In-game content art | Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer. | Tugay Saydam | - | Jun 3, 2026 | |
Nova Star: Void Survival In-game content art | Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets. | A.C. ANDRADE SUPORTE EM TI | - | Jun 3, 2026 | |
Slice To Meet You In-game content artaudio | Some visual assets and music in this game were created with the assistance of AI tools. | Lumamind Studio | 101 | Jun 3, 2026 | |
Idle Crown In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Crown | 123 | Jun 3, 2026 | |
Friendly Fire In-game content codetextaudioart | The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer. | HuntForge | - | Jun 3, 2026 | |
Square Computer In-game content text | AI was partially utilized in the development of the game's code and localized text. | Odd Games | - | Jun 3, 2026 | |
INROOMS In-game content art | Some textures for secondary objects, such as the images used in some paintings, have been generated by AI. | 3Dente | - | Jun 3, 2026 | |
BOOSTDRIVE Store/marketing art | Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets. | MICROMETA | - | Jun 3, 2026 | |
软件产业大亨 Software Industry Tycoon In-game content artaudio | Some of the art assets and background music in this game were generated using artificial intelligence technology. | Polarix Era Studio | - | Jun 3, 2026 | |
Project_Khatanga_1989_Incremental In-game content codetext | Generative AI tools were used to assist with localization drafts, wording review, store text preparation, research into real-world goods and price references, code debugging, and optimization suggestions. All final text, translations, game design, data, UI implementation, pricing decisions, and release decisions are reviewed and controlled by the developer. | Project_Khatanga_Studio | - | Jun 3, 2026 | |
Anomaly Watcher In-game content codeart | Generative AI was used strictly as an assistive tool during development. It was utilized to help debug code, optimize scripts, and generate minor background visual elements. All core gameplay mechanics, main graphics, story, and game design were created entirely by the developer. | No Signal Studio | - | Jun 3, 2026 | |
Aperture Of Dreams In-game content audio | Generative AI tools were used exclusively to assist in the creation of background ambient audio tracks. All code, environmental concept art, and level design were hand-crafted without the use of generative AI. | Mokel Entertainment | - | Jun 3, 2026 | |
Horizon Reef In-game content art | The things the player sees are mostly made manually by humans. But some visuals, like a couple of seamless textures that are used in the environment, were AI-generated and then modified by hand. AI was used to boost productivity generally, so it was used in a lot of workflows here and there to be finish tasks faster. | Huckflesh Games | - | Jun 3, 2026 | |
Another Tavern Simulator In-game content art | When creating the interface, I used AI (all kinds of buttons, icons) | Artem Gorbunov | - | Jun 3, 2026 | |
迹 In-game content art | 部分模型贴图素材使用AI辅助生成 | 四菜一汤studio | - | Jun 3, 2026 | |
Dungeon Monster Master Store/marketing art | Some graphics (including certain illustrations and character elements) were created using generative AI | Jin Studio | - | Jun 3, 2026 | |
Tale Sweeper In-game content artaudio | The in-game graphics, music, and some sound effects are AI-generated and post-processed by humans. | ASyun | - | Jun 3, 2026 | |
Jesus Christ: A Gospel Visual Novel In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | Jun 3, 2026 | |
流転のジェミニ In-game content arttextcodeaudio | This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay.
Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer.
Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement.
Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks.
Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game.
Localization: The English translation is produced with AI assistance and reviewed by the developer. | kanae | - | Jun 3, 2026 | |
Sudoku: Unlimited Expansion Dev only code | Just like with minesweeper I needed to consult the AI overlords to learn code | Hugh | - | Jun 3, 2026 | |
Hunk Battle Gems In-game content artaudiotextcode | All CGs, movies, and music in this game are AI generated with some manual edits. AI is also used for coding, debugging, and localization. | NamekoKing777 | - | Jun 3, 2026 | |
Crown Caps Soccer In-game content text | Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication. | AATSOFT | - | Jun 3, 2026 | |
Ten Rings 2 In-game content arttext | Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay. | Huamen Atelier | - | Jun 3, 2026 | |
Pick Ball Unclear art | Art Resource | Banana Coke | - | Jun 3, 2026 | |
Bella Cozy Island In-game content artaudio | AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer | PV Soft Games | - | Jun 3, 2026 | |
Stock Shock Unclear artcode | Use AI to generate images or code | めてお | - | Jun 3, 2026 | |
Haru : Ritual of Sacrifice In-game content arttext | ui texture, translation | Gomul | 15 | Jun 3, 2026 | |
尸皇贴贴 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
物理超度 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
魔主归来 In-game content artaudio | 使用AI生成的游戏内容,包括所有图像和声音。
All images and sounds in the game are generated by AI. | MYSTERY CROWN | - | Jun 3, 2026 | |
Grid Wars: Last Stand Store/marketing art | Some promotional artwork, store capsule images, and marketing visuals were created with the assistance of generative AI tools and then reviewed, selected, and edited by the developer. The game itself does not generate new AI content during gameplay. | MCE Games | - | Jun 3, 2026 | |
Super Monsterdoom Dev only textartcode | During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work. | Magical Mistery Shop | - | Jun 3, 2026 | |
Saw Rush In-game content artcode | Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements. | KBINDIE | - | Jun 3, 2026 | |
Ten Days Nightmare In-game content art | Partial UI assets are generated by AI. Core game art, plot and models are manually created or use CC‑BY 4.0 open‑source licensed materials. | FENG LI ZE | - | Jun 3, 2026 | |
Quillhollow Store/marketing text | 1) Bundled sample project. All of the Quillhollow-specific data in the optional, read-only "A Christmas Carol" sample project was AI-generated to demonstrate how the app organizes a manuscript: the character, location, plot-thread, theme, and world-building cards and their descriptions, along with tags, links, beats, pins, and scene statuses. The sample's prose is the public-domain text of Charles Dickens' A Christmas Carol (from Standard Ebooks, released under CC0) and is not AI-generated.
2) Store page and marketing text. Some of the written copy on the store page and in our marketing materials was drafted with AI assistance and then reviewed and edited by a human before publication. | Wilson Technical Arts | - | Jun 3, 2026 | |
No Road Home In-game content audio | AI-generated voice acting is used for some NPC dialogue. All gameplay mechanics, level design, and core game content are handcrafted. | Nextnity Studio | - | Jun 3, 2026 | |
德尼之塔 In-game content art | We begin by defining detailed character backgrounds, which are then transformed into base concept art using generative AI. Subsequently, we perform local editing, detailed repainting, and textural refinement on these images to ensure every asset meets our specific design requirements. | 臨狼 | - | Jun 3, 2026 | |
Chromatic Mage In-game content codetextart | Generative AI tools were used during development to assist with pre-generated content such as code iteration, localization assistance, and edited achievement icon variants. The game does not generate AI content at runtime. All content included in the product and Steam materials is reviewed and selected by the developer before release. | Nytheris Studios | - | Jun 3, 2026 | |
Gridiron Football GM Store/marketing art | Some marketing artwork on this store page (capsule images, library hero, page background) was generated with AI image tools and then composited with vector-rendered typography. No AI-generated content ships inside the game itself. All player names, team names, draft classes, and simulation outcomes are produced by procedural algorithms with a seeded random number generator, not by AI models. | Gridiron Games | - | Jun 3, 2026 | |
Panzer Island In-game content artaudio | - Code was written with Assistance of Anthropic Claude Code
- Character Portraits were created with Google Gemini
- Other Art Assets and Sound Effects were created using Python (matplotlib, wave) | rhedak | - | Jun 3, 2026 | |
Grand Chess Manager: Road to Grandmaster In-game content art | Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay. | Onurcan Donmezer | - | Jun 3, 2026 | |
ECHORIS In-game content artaudio | Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer. | Strata Forge | - | Jun 3, 2026 | |
WizKitty and the Tower of Doom, Gloom, and Other Bad Stuff In-game content art | WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay. | Imperfect Fun | - | Jun 3, 2026 | |
Land and Castles In-game content text | Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English. | Anmoco | - | Jun 3, 2026 | |
Space Invasion Infinite In-game content audiocode | AI was used ONLY to:
- Create the soundtrack
- Help with repetitive coding tasks | Michael Andi | - | Jun 3, 2026 | |
RPS Rumble! In-game content arttext | This game uses AI-generated content for card artwork and visual assets.
Some translations were assisted by AI tools and reviewed for accuracy. | CrSmoke86 | - | Jun 3, 2026 |