Some code and 2D assets for this game were created or assisted with generative AI tools. All final content was reviewed and finalized by the development team.
- Creator
- Yuval Eizik
- Reviews
- -
- Added
- Oct 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some code and 2D assets for this game were created or assisted with generative AI tools. All final content was reviewed and finalized by the development team.
Generative AI tools were used during development to create portions of the game's artwork, including character and unit illustrations, as well as promotional artwork.
This game contains pre-generated content made with generative AI.
We used AI to help us create the store marketing images (not the screenshots) and for steam achievements images as well in-game icons.
All code was developed using generative AI. There is an optional roadmap item for using generative AI on demand for commentary. The commentary comes from the use of generative AI.
Some 3D environment props and set dressing in 18 Summers were created using AI-assisted 3D generation tools, then edited, retopologized, re-textured, and hand-placed by the developer. All game design, programming, level layout, and gameplay systems are human-authored.
The game contains AI-generated materials, including artwork, code, and translations.
Generative AI was used to create marketing images and to translate the store description and in-game text. These materials were generated in advance during development. The game does not generate AI content in real time during gameplay or connect to external AI services while playing.
Some of the music and some images were created with the help of generative AI tools.
This game was developed primarily using generative AI tools. Specifically, AI was utilized for programming scripts, BGM composition, base 3D model generation, title logo, and textures. However, the developer manually adjusted the AI-generated 3D models (including bone rigging and weight painting using Blender) and hand-crafted all in-game UI designs.
AI used in project management, debugging, and coding. Some placeholder art is AI generated. All audio and music are original work.
The game's artwork (characters, enemies, backgrounds, icons) and store images were created with the help of AI image generation tools, then selected and edited by the developer. Some in-game and store text was written with the help of AI writing tools and reviewed by the developer. No AI content is generated during gameplay.
Some in-game art and the store artwork (key art, capsules, section headers) were made with AI image tools from the developer’s own direction, then selected, edited and composited by the developer. Code was written with AI coding assistants under the developer’s direction and review
Some of the in game art uses AI
Some user interface elements and audio assets were created with the assistance of generative AI during development. All gameplay systems, programming, level design, and final implementation were created by the solo developer. The game does not use AI to generate content during gameplay.
Human Design & Direction Bone Bazaar was fully designed, directed, and written by a human developer, who created the overall art style, world-building, characters, and game mechanics. AI-Assisted Assets & Workflows Generative AI tools were used solely as an assistant during development for the following assets: Visual Assets: Used to assist in producing the initial pixel-art sprites and animation sheets. Every generated asset was hand-selected, adjusted, and polished by the developer. No Runtime Generation All assets are pre-rendered and finalized. Nothing in the game is generated dynamically while you play.
Pre-generated: some 2D art assets in the game (customer and story character portraits/sprites and some item and tool icons) were created with generative AI image tools (PixelLab and an image generation model) and then edited and cleaned up by hand by our artist. Most background music tracks were generated with Suno, and some sound effects were generated with Stable Audio Open. AI coding assistants (Claude by Anthropic, credited in-game) were used during programming. All of these assets are fixed files shipped with the game. Nothing is generated by AI while the game is running, and the game does not call any AI model or external AI service at runtime.
Generative AI tools were used to help create some of the game’s chip and module icons, which are already being replaced with icons made by a designer.
Some application interface translations have been created with the assistance of generative AI, primarily where volunteer translators are not or no longer available. All creative artwork is exclusively human-made, and we are committed to keeping it that way.
AI-assisted tools were used to translate the in-game text into additional languages.
The game is my vision: the concept, the story, the design, the look and the feel are all mine. I use AI as a tool to help me build it faster, and I direct and review everything it makes before it goes into the game. - Sound effects: licensed recordings from professional sound libraries, no AI - Store art and app icon: generated by AI, being redone by an artist - Music: generated by AI, being redone by an artist
Generative AI assisted with some code, artwork, writing, and audio.
We utilized AI-generated capsule images as placeholders, which will be replaced with final designs at the earliest opportunity.
We use various generative AI tools in our development process for visual artwork and audio as well as coding agents.
The game's art is built from hand-made pixel-art packs, redrawn with AI image tools so they share one consistent style. The music and the key art were also made with AI tools. Nothing is generated while you play.
Game store page and cover art made with ai tools
Ravel: Golden Thread includes content made with generative AI during development, all reviewed and refined by our team: - Art: the chapter backdrops, maps, board skins, reward, rune and Daily art, the chapter story paintings and the key art were generated with AI image tools (OpenAI image generation and Scenario), then art-directed and refined by Lucky Dreamer. - Music: the soundtrack is our own, created with Suno. - Translations: 21 of the game's 23 languages, and the localized store text, were drafted with AI and reviewed by us. - Store media: some trailer sound effects were generated with ElevenLabs, and the key art was upscaled with Topaz. The campaign's 200+ levels are handcrafted. Nothing is generated by AI while you play.
Artwork, audio, narrative text, and localization were created with the assistance of generative AI tools during development. No generative AI is used during gameplay.
The game’s music and store artwork were created with AI assistance, and AI was also used to help with the translations. No content is generated by AI while the game is running.
The game’s music and store artwork were created with AI asisted, and AI assistance was used for the translations. No content is generated by AI while the game is running.
The game’s music and store artwork were created with AI asisted, and AI assistance was used for the translations. No content is generated by AI while the game is running.
DCSmiz uses a user-configured AI provider or compatible local model to translate text from selected DCS World mission and campaign files. Users can review and edit translations before saving. AI API usage is not included in the software purchase. AI assistance was also used for interface localization, prompts and store copy. Some store and library promotional artwork depicting pilots and aircraft was AI-generated for marketing and is not DCS gameplay footage.
The sound effects were generated with AI, then trimmed and mixed for the game. AI tools also helped write the game's code.
Starwrit's character voices (Captain Kade Varro, WREN, Magistrate Karr, Skarr Vel'Qhan and the prologue's supporting roles) were generated with ElevenLabs text-to-speech from our own script, and many of the game's sound effects were generated with ElevenLabs Sound Effects from our own descriptions. All of them were directed, selected and edited by the developer. The music and some sound effects in our trailers were also generated with ElevenLabs. Nothing is generated by AI while you play: the voices and sounds are fixed recordings.
The game's title logo and the store's marketing key art (the backgrounds behind the capsule images) were created with AI image-generation tools and then reviewed and edited by the developer.
Generative AI was used only to help translate the game's text strings into other languages and to create the capsule artwork for the Steam store page.
Claude Code was used in the development of Comicalizer for the purposes listed below. No generative AI other than Claude Code was used. ■ Text The translations of the interface text into each language, the sample plots, and parts of the help text and store page text are based on drafts written by Claude Code. The Japanese text and all final content were decided by the developer. ■ Program code Claude Code was used as a coding assistant during implementation, bug fixing and testing. ■ Made without AI The bundled 3D characters are models the developer created in VRoid Studio. The balloon lettering is based on the "GenEi Antique" font (SIL Open Font License 1.1). The character on the store capsules and library images is an illustration hand-drawn by the developer (the manuscript page in the illustration was drawn by this software). The screenshots and the trailer are made from screens actually drawn by this software, combined with fonts and simple shapes. No AI that generates images or music was used. ■ How it works Panel layouts, camera angles, poses and so on are assembled using random numbers, predefined rules and score calculations. The software never uses generative AI to create images or text while it runs, and it does not connect to the internet. ■ Developer responsibility The developer takes responsibility for all included content and checks it for anything inappropriate or anything that may infringe on the rights of others.
AI was used as a tool.
Charwick's pixel art was made with an AI-assisted pixel-art tool, then hand-retouched and curated by the developer. Translations, parts of the audio composition and store text were also AI-assisted. Every asset was directed, reviewed and selected by a human. Nothing is generated while you play.
Pre-generated: the placeholder capsule art and marketing assets were created with AI image generation and edited by hand. All 3D models, animation, music and sound are HUMAN-MADE or HUMAN-MADE licensed assets. No content is generated live.
Generative AI was used to create some of the game's artwork, including badges, trading cards, profile backgrounds, and other graphical assets.
Generative AI tools were used extensively in the development of this game: card illustrations, scenes, character portraits, icons, UI and store art were generated with AI image tools, then selected and edited by the developer; card effects and numbers, enemy decks, encounters and story text were drafted with AI, with the developer setting the direction, making the choices and tuning everything through repeated playtesting; the code was written with AI coding assistants; all music and sound effects are licensed assets (Kevin MacLeod, Richard Guo, Eric Matyas, BiteMe Games, Kenney, Sonniss and others; see the in-game credits). All AI-generated content was created during development; nothing is generated at runtime.
We used AI-based tools to support game localization, with all creative decisions and final content remaining under our control.
Some of the 3D models, animations, textures, sounds and music in Grave Rounds were made with code, written with the assistance of AI, and some of the text was written with its help. No AI image, voice or music generators were used, and no AI runs in the game.
Some textures, ambient sounds and the background of the store art were created with AI tools and edited by us. No AI runs in the game.
AI tools were used in making the game's art and text.
Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Pre-generated AI content: The game's artwork (character illustrations, backgrounds, maps, UI art, item icons, logo and key art), audio (music, sound effects and voice) and in-game text, including translations, were created with generative AI tools, then selected, edited and integrated by the developer. The same applies to the artwork on this store page. No content is generated by AI in real time during gameplay.
Generative AI tools were used to help create some artwork and written content, including store page and promotional materials. No AI-generated content is produced during gameplay.
A few interface buttons added for this edition (such as Licenses, Support & Legal and the confirmation button) and the updated lower part of the credits screen were made with the help of AI tools, by editing the original game's button and credits artwork. Some new interface text was written with the help of AI tools. The store page images and videos were composed with the help of AI tools from the original game's artwork. All other artwork, the music and the sound effects are from the original 2010 game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Mini Games Arena In-game content artcode | Some code and 2D assets for this game were created or assisted with generative AI tools. All final content was reviewed and finalized by the development team. | Yuval Eizik | - | Oct 18, 2026 | |
Banners & Frontlines In-game content art | Generative AI tools were used during development to create portions of the game's artwork, including character and unit illustrations, as well as promotional artwork. | Will Forged Studio | - | Oct 18, 2026 | |
Don't Trust Anyone In-game content | This game contains pre-generated content made with generative AI. | Brachio Games | - | Oct 18, 2026 | |
Build Survivors In-game content art | We used AI to help us create the store marketing images (not the screenshots) and for steam achievements images as well in-game icons. | GOOD BUILD | - | Oct 18, 2026 | |
BattleDirector Live AI codetext | All code was developed using generative AI. There is an optional roadmap item for using generative AI on demand for commentary. The commentary comes from the use of generative AI. | LIME | - | Oct 18, 2026 | |
18 Summers In-game content art | Some 3D environment props and set dressing in 18 Summers were created using AI-assisted 3D generation tools, then edited, retopologized, re-textured, and hand-placed by the developer. All game design, programming, level layout, and gameplay systems are human-authored. | FancyRancy | - | Oct 18, 2026 | |
NAND² In-game content artcodetext | The game contains AI-generated materials, including artwork, code, and translations. | anywaymachines | - | Oct 18, 2026 | |
The Sky Breaker In-game content arttext | Generative AI was used to create marketing images and to translate the store description and in-game text. These materials were generated in advance during development. The game does not generate AI content in real time during gameplay or connect to external AI services while playing. | FORTRESS | - | Oct 17, 2026 | |
Xmas Squad In-game content artaudio | Some of the music and some images were created with the help of generative AI tools. | Tessermind | - | Oct 17, 2026 | |
POPPER GIRL VS ZOMBIES In-game content artaudiocode | This game was developed primarily using generative AI tools. Specifically, AI was utilized for programming scripts, BGM composition, base 3D model generation, title logo, and textures.
However, the developer manually adjusted the AI-generated 3D models (including bone rigging and weight painting using Blender) and hand-crafted all in-game UI designs. | 3rdBananaGames | - | Oct 17, 2026 | |
Adventures Online In-game content artcode | AI used in project management, debugging, and coding. Some placeholder art is AI generated. All audio and music are original work. | Adventures Online LLC | - | Oct 17, 2026 | |
Boom Boom Beans In-game content arttext | The game's artwork (characters, enemies, backgrounds, icons) and store images were created with the help of AI image generation tools, then selected and edited by the developer. Some in-game and store text was written with the help of AI writing tools and reviewed by the developer. No AI content is generated during gameplay. | gryffosgame | - | Oct 17, 2026 | |
Moving Oasis In-game content artcode | Some in-game art and the store artwork (key art, capsules, section headers) were made with AI image tools from the developer’s own direction, then selected, edited and composited by the developer. Code was written with AI coding assistants under the developer’s direction and review | Fungalware | - | Oct 17, 2026 | |
Afterglow In-game content art | Some of the in game art uses AI | Unreal | - | Oct 17, 2026 | |
Wobble Box - Sky Freedom In-game content artaudio | Some user interface elements and audio assets were created with the assistance of generative AI during development. All gameplay systems, programming, level design, and final implementation were created by the solo developer. The game does not use AI to generate content during gameplay. | EddyDev | - | Oct 17, 2026 | |
Bone Bazaar In-game content art | Human Design & Direction
Bone Bazaar was fully designed, directed, and written by a human developer, who created the overall art style, world-building, characters, and game mechanics.
AI-Assisted Assets & Workflows
Generative AI tools were used solely as an assistant during development for the following assets:
Visual Assets: Used to assist in producing the initial pixel-art sprites and animation sheets. Every generated asset was hand-selected, adjusted, and polished by the developer.
No Runtime Generation
All assets are pre-rendered and finalized. Nothing in the game is generated dynamically while you play. | Broken Baron | - | Oct 17, 2026 | |
Gimbap Heaven In-game content artaudiocode | Pre-generated: some 2D art assets in the game (customer and story character portraits/sprites and some item and tool icons) were created with generative AI image tools (PixelLab and an image generation model) and then edited and cleaned up by hand by our artist. Most background music tracks were generated with Suno, and some sound effects were generated with Stable Audio Open. AI coding assistants (Claude by Anthropic, credited in-game) were used during programming. All of these assets are fixed files shipped with the game. Nothing is generated by AI while the game is running, and the game does not call any AI model or external AI service at runtime. | Noligo Games | - | Oct 17, 2026 | |
Orbit Core In-game content art | Generative AI tools were used to help create some of the game’s chip and module icons, which are already being replaced with icons made by a designer. | Sideral Foundry | - | Oct 17, 2026 | |
VRTI - VR Treadmill Interface In-game content text | Some application interface translations have been created with the assistance of generative AI, primarily where volunteer translators are not or no longer available.
All creative artwork is exclusively human-made, and we are committed to keeping it that way. | Raphiiko | - | Oct 17, 2026 | |
Castelune In-game content text | AI-assisted tools were used to translate the in-game text into additional languages. | Fossbight | - | Oct 17, 2026 | |
Burrowlings In-game content artaudio | The game is my vision: the concept, the story, the design, the look and the feel are all mine. I use AI as a tool to help me build it faster, and I direct and review everything it makes before it goes into the game.
- Sound effects: licensed recordings from professional sound libraries, no AI
- Store art and app icon: generated by AI, being redone by an artist
- Music: generated by AI, being redone by an artist | TheSupplyCrew | - | Oct 17, 2026 | |
Chinese Childhood In-game content arttextaudiocode | Generative AI assisted with some code, artwork, writing, and audio. | LICHAO | - | Oct 17, 2026 | |
Recycle Rivals Store/marketing art | We utilized AI-generated capsule images as placeholders, which will be replaced with final designs at the earliest opportunity. | Creedon Games | - | Oct 17, 2026 | |
RYFT STRIKE: BRIGHTER TOMORROW In-game content artaudiocode | We use various generative AI tools in our development process for visual artwork and audio as well as coding agents. | Sponsored By Nobody | - | Oct 16, 2026 | |
Wild Warlocks In-game content artaudio | The game's art is built from hand-made pixel-art packs, redrawn with AI image tools so they share one consistent style. The music and the key art were also made with AI tools. Nothing is generated while you play. | Unknown Principle | - | Oct 16, 2026 | |
Worm In Space Store/marketing art | Game store page and cover art made with ai tools | Kendall Studios | - | Oct 16, 2026 | |
Ravel: Golden Thread In-game content artaudiotext | Ravel: Golden Thread includes content made with generative AI during development, all reviewed and refined by our team:
- Art: the chapter backdrops, maps, board skins, reward, rune and Daily art, the chapter story paintings and the key art were generated with AI image tools (OpenAI image generation and Scenario), then art-directed and refined by Lucky Dreamer.
- Music: the soundtrack is our own, created with Suno.
- Translations: 21 of the game's 23 languages, and the localized store text, were drafted with AI and reviewed by us.
- Store media: some trailer sound effects were generated with ElevenLabs, and the key art was upscaled with Topaz.
The campaign's 200+ levels are handcrafted. Nothing is generated by AI while you play. | Lucky Dreamer | - | Oct 16, 2026 | |
Witch Collage In-game content artaudiotext | Artwork, audio, narrative text, and localization were created with the assistance of generative AI tools during development. No generative AI is used during gameplay. | id187 | - | Oct 16, 2026 | |
Swish & Repeat: Basketball Idle In-game content audioarttext | The game’s music and store artwork were created with AI assistance, and AI was also used to help with the translations. No content is generated by AI while the game is running. | Nadyos | - | Oct 16, 2026 | |
Evervolt Idle In-game content audioarttext | The game’s music and store artwork were created with AI asisted, and AI assistance was used for the translations. No content is generated by AI while the game is running. | Nadyos | - | Oct 16, 2026 | |
Ringward In-game content audioarttext | The game’s music and store artwork were created with AI asisted, and AI assistance was used for the translations. No content is generated by AI while the game is running. | Nadyos | - | Oct 16, 2026 | |
DCSmiz In-game content text | DCSmiz uses a user-configured AI provider or compatible local model to translate text from selected DCS World mission and campaign files. Users can review and edit translations before saving. AI API usage is not included in the software purchase. AI assistance was also used for interface localization, prompts and store copy. Some store and library promotional artwork depicting pilots and aircraft was AI-generated for marketing and is not DCS gameplay footage. | DCSmiz | - | Oct 16, 2026 | |
Cursor Cult In-game content audio | The sound effects were generated with AI, then trimmed and mixed for the game. AI tools also helped write the game's code. | Bear Den Gaming Industries | - | Oct 16, 2026 | |
Starwrit In-game content audio | Starwrit's character voices (Captain Kade Varro, WREN, Magistrate Karr, Skarr Vel'Qhan and the prologue's supporting roles) were generated with ElevenLabs text-to-speech from our own script, and many of the game's sound effects were generated with ElevenLabs Sound Effects from our own descriptions. All of them were directed, selected and edited by the developer. The music and some sound effects in our trailers were also generated with ElevenLabs. Nothing is generated by AI while you play: the voices and sounds are fixed recordings. | AppstackX | - | Oct 16, 2026 | |
Closing Time at the Wooden Toy Shop Store/marketing art | The game's title logo and the store's marketing key art (the backgrounds behind the capsule images) were created with AI image-generation tools and then reviewed and edited by the developer. | Telry | - | Oct 16, 2026 | |
A Game About Pulling A Rope In-game content textart | Generative AI was used only to help translate the game's text strings into other languages and to create the capsule artwork for the Steam store page. | Alexframe | - | Oct 16, 2026 | |
Comicalizer Store/marketing textcode | Claude Code was used in the development of Comicalizer for the purposes listed below. No generative AI other than Claude Code was used.
■ Text
The translations of the interface text into each language, the sample plots, and parts of the help text and store page text are based on drafts written by Claude Code. The Japanese text and all final content were decided by the developer.
■ Program code
Claude Code was used as a coding assistant during implementation, bug fixing and testing.
■ Made without AI
The bundled 3D characters are models the developer created in VRoid Studio. The balloon lettering is based on the "GenEi Antique" font (SIL Open Font License 1.1).
The character on the store capsules and library images is an illustration hand-drawn by the developer (the manuscript page in the illustration was drawn by this software). The screenshots and the trailer are made from screens actually drawn by this software, combined with fonts and simple shapes. No AI that generates images or music was used.
■ How it works
Panel layouts, camera angles, poses and so on are assembled using random numbers, predefined rules and score calculations. The software never uses generative AI to create images or text while it runs, and it does not connect to the internet.
■ Developer responsibility
The developer takes responsibility for all included content and checks it for anything inappropriate or anything that may infringe on the rights of others. | Miyadaiku | - | Oct 16, 2026 | |
Berry Busy Tidy Up! Unclear | AI was used as a tool. | Ardala Studios | - | Oct 16, 2026 | |
Charwick In-game content artaudiotext | Charwick's pixel art was made with an AI-assisted pixel-art tool, then hand-retouched and curated by the developer. Translations, parts of the audio composition and store text were also AI-assisted. Every asset was directed, reviewed and selected by a human. Nothing is generated while you play. | Arcweld | - | Oct 16, 2026 | |
No More Zombies Store/marketing art | Pre-generated: the placeholder capsule art and marketing assets were created with AI image generation and edited by hand.
All 3D models, animation, music and sound are HUMAN-MADE or HUMAN-MADE licensed assets. No content is generated live. | Hard Reset Games | - | Oct 16, 2026 | |
Kill Loot Heal Repeat In-game content art | Generative AI was used to create some of the game's artwork, including badges, trading cards, profile backgrounds, and other graphical assets. | Rogue Against World | - | Oct 16, 2026 | |
九幽卷 In-game content arttextcode | Generative AI tools were used extensively in the development of this game: card illustrations, scenes, character portraits, icons, UI and store art were generated with AI image tools, then selected and edited by the developer; card effects and numbers, enemy decks, encounters and story text were drafted with AI, with the developer setting the direction, making the choices and tuning everything through repeated playtesting; the code was written with AI coding assistants; all music and sound effects are licensed assets (Kevin MacLeod, Richard Guo, Eric Matyas, BiteMe Games, Kenney, Sonniss and others; see the in-game credits). All AI-generated content was created during development; nothing is generated at runtime. | zhe guan | - | Oct 16, 2026 | |
MAZE RUSH In-game content text | We used AI-based tools to support game localization, with all creative decisions and final content remaining under our control. | 4Z4 | - | Oct 16, 2026 | |
Grave Rounds In-game content artaudiotext | Some of the 3D models, animations, textures, sounds and music in Grave Rounds were made with code, written with the assistance of AI, and some of the text was written with its help. No AI image, voice or music generators were used, and no AI runs in the game. | Tallow Row Games | - | Oct 16, 2026 | |
Holdover – Long Range Sniper Simulator In-game content artaudio | Some textures, ambient sounds and the background of the store art were created with AI tools and edited by us. No AI runs in the game. | 3dGecko | - | Oct 16, 2026 | |
ORUNKA In-game content arttext | AI tools were used in making the game's art and text. | Seungwoo Son | - | Oct 16, 2026 | |
EverArcane Dev only | Generative AI tools were used during development to assist with the creation and refinement of game content. All content included in the final game was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Faytz Games | - | Oct 16, 2026 | |
Wok in Another World In-game content artaudiotext | Pre-generated AI content: The game's artwork (character illustrations, backgrounds, maps, UI art, item icons, logo and key art), audio (music, sound effects and voice) and in-game text, including translations, were created with generative AI tools, then selected, edited and integrated by the developer. The same applies to the artwork on this store page. No content is generated by AI in real time during gameplay. | DongFangYuan | - | Oct 16, 2026 | |
Your Presence Is Delaying Progress Store/marketing arttext | Generative AI tools were used to help create some artwork and written content, including store page and promotional materials. No AI-generated content is produced during gameplay. | Dawid Kielbasa | - | Oct 16, 2026 | |
Block Guy In-game content arttext | A few interface buttons added for this edition (such as Licenses, Support & Legal and the confirmation button) and the updated lower part of the credits screen were made with the help of AI tools, by editing the original game's button and credits artwork. Some new interface text was written with the help of AI tools. The store page images and videos were composed with the help of AI tools from the original game's artwork. All other artwork, the music and the sound effects are from the original 2010 game. | Morikatron | - | Oct 16, 2026 |