Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
- Creator
- ZFteam
- Reviews
- -
- Added
- May 23, 2026
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Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality.
The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer.
AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team.
Radio voiceovers were made using AI.
Artificial intelligence was used in the translation of the game’s content into English.
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game.
Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality.
Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Some visual assets in this game (including the main menu background and Steam store page capsule images) were created using generative AI tools (Google Gemini). All AI-generated content was pre-rendered during development and reviewed by the developer. The game does not use any AI generation during gameplay — all assets are static and packaged with the game.
This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content.
AI generated or edited with AI art. OpenAI Codex support during programming.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance.
- Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer. - Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game. - Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer.
Character, enemy, and boss models are created using AI.
AI assisted with artwork and animating artwork.
Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images.
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners). Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality. All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team. If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools.
During development, AI-assisted tools may have been used in a limited role for tasks such as concept support and writing assistance. These tools were used only to assist the development process. All final content choices, editing, implementation, and creative direction were carried out by the solo developer. The game does not include live-generated AI content during runtime.
Some artwork and music created with AI generators.
We believe in being transparent about how we build Hollowed Oath including where we use AI, and why. For a thoughtful look at how AI is used in Hollowed Oath, please visit: https://hollowedoath.com/ai-use
The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game.
Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay.
This game was built with the assistance of AI tools. Visual assets including character models, ability icons, and promotional art were generated using AI image generation. Game code, systems design, and implementation were developed with AI coding assistance. All gameplay mechanics, class balance, and game design decisions were directed by the developer.
The game map and models are created by AI technology and manual modifications
Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product. The game does not use AI to generate content during gameplay.
Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans.
Font and Translation
bgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
This game uses AI tools for parts of the Steam store page content and voice acting.
Some text content and store descriptions were generated with the help of artificial intelligence.
Some visual assets in this game were created using generative AI. All assets were reviewed and refined by the developer.
This game has AI content only on the images of the tittle, store images and the Mucaro production video at the start of the game.
游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。
During the development of this game, a portion of the image resources and background music was created using generative AI.
Some AI art was used but only for pictures and marketing, everything within gameplay does not use any AI 3D assets, algorithms or generative AI.
Some full screen art is generative AI.
The title image and various songs were created by AI.
We used AI to make icons for abilities, and inventory icons. Those icons are being replaced in chunks by our in house artist.
Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release.
Some visual assets in this game were created with the assistance of AI-generated imagery tools during production.
AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists.
While we utilize AI to accelerate early-stage concepting and iteration. Every final asset has been manually refined and polished to ensure the highest level of creative integrity and our personal touch.
AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements. All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Grim Dice In-game content audioart | Generative artificial intelligence was partially used to create the game’s soundtrack and graphics | ZFteam | - | May 23, 2026 | |
Ink & Void In-game content artcode | AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming. | Shintaro Higashi | - | May 23, 2026 | |
Crypt Quest Dev only art | Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality. | Abyss Studio | - | May 23, 2026 | |
The Wizard's Path In-game content artaudiotext | The game was made with the help of generative AI tools for visual assets, store artwork, music, localization support, and development assistance. AI-assisted materials were reviewed, selected, edited where necessary, and integrated by the developer. | Beruke Games | - | May 23, 2026 | |
Scum's Errand In-game content artaudio | AI tools were used to generate a small number of character portraits, sprite drafts, and some sound effect assets during development. All AI-generated content was reviewed, edited, and integrated by the development team. | Pedro Sgobin | - | May 23, 2026 | |
Signs Of Devourer In-game content audio | Radio voiceovers were made using AI. | Chill Room Games | - | May 23, 2026 | |
Gold & Brown In-game content text | Artificial intelligence was used in the translation of the game’s content into English. | Side Project Games | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
Ceraphic Requiem Dev only art | AI was used as a support tool across various aspects of development, particularly to assist with visuals and animations. The goal is not to replace human work, but to allow creative efforts to be focused where they matter most, ensuring the highest possible quality for the final game. | Elias IDIRI | - | May 23, 2026 | |
We Die Below In-game content artaudiotext | Some visual, audio, and narrative assets in We Die Below were created using AI-assisted tools as part of the development process. All such content was reviewed, edited, and refined by the development team to ensure consistency and quality. | FourFootOne Games | - | May 23, 2026 | |
The Last Elf In-game content audiotext | Music and character/dialogue voice lines in the game were created with the assistance of generative AI tools. These AI-generated assets are used for background music, atmosphere, character dialogue, and narrative audio. | Conteza LLC | - | May 23, 2026 | |
Gridholm In-game content art | Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look. | Logos Nova | - | May 23, 2026 | |
Ninja Survivor Store/marketing art | Some visual assets in this game (including the main menu background and Steam store page capsule images) were created using generative AI tools (Google Gemini). All AI-generated content was pre-rendered during development and reviewed by the developer. The game does not use any AI generation during gameplay — all assets are static and packaged with the game. | olyan | - | May 23, 2026 | |
Bravely Doomed Live AI text | This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content. | Phillip Donnelly | - | May 23, 2026 | |
Necroforge: Outbreak In-game content artcode | AI generated or edited with AI art. OpenAI Codex support during programming. | Sorontar Entertainment | - | May 23, 2026 | |
Just Dying Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Toloko Games | - | May 23, 2026 | |
Scoundrel In-game content art | Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance. | senator.ovh | - | May 23, 2026 | |
Deephold In-game content artaudiotext | - Visual art: A portion of the pixel-art tiles and select character sprites were generated using PixelLab AI (pixellab.ai), then composited, edited, and integrated by the developer.
- Audio: Background music tracks were generated with AI music tools, then exported and sequenced into the game.
- Code & narrative writing: Game code and the in-game chronicler text (Brom's journal entries) were drafted with AI assistance (Anthropic's Claude) and edited by the developer. | Chuckwalla Works LLC | - | May 23, 2026 | |
Demonium Illusion In-game content art | Character, enemy, and boss models are created using AI. | Vektor Technology | - | May 23, 2026 | |
Blessed To Die In-game content art | AI assisted with artwork and animating artwork. | Frame Forge Studios LLC | - | May 23, 2026 | |
Arkhe Store/marketing art | Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images. | STUDIO52 | - | May 23, 2026 | |
Necromancer's Army In-game content audiotextart | Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release. | Wander & Wilt Studios | - | May 23, 2026 | |
Crownseeker Store/marketing art | Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools. | Jeremy Petersen | - | May 23, 2026 | |
Beyond The Gate Dev only text | During development, AI-assisted tools may have been used in a limited role for tasks such as concept support and writing assistance. These tools were used only to assist the development process. All final content choices, editing, implementation, and creative direction were carried out by the solo developer. The game does not include live-generated AI content during runtime. | L.W. Studios | - | May 23, 2026 | |
Dungeon of Calibris: Demon Orb In-game content artaudio | Some artwork and music created with AI generators. | Dalex Software Planning | 11 | May 23, 2026 | |
Hollowed Oath general | We believe in being transparent about how we build Hollowed Oath including where we use AI, and why. For a thoughtful look at how AI is used in Hollowed Oath, please visit: https://hollowedoath.com/ai-use | God Mode Games, LLC | - | May 23, 2026 | |
字獄 JIGOKU In-game content audio | The background music in this game was generated using Suno AI. Some sound effects were generated using ElevenLabs. All AI-generated assets were curated, edited, and finalized by the developer (W4S) as part of the production process. No AI-generated content is created at runtime — all assets are pre-produced and bundled with the game. | W4S | - | May 23, 2026 | |
Scourge of Eldryngard In-game content artaudiotext | Scourge of Eldryngard was developed independently by a single person. I utilized generative AI tools under my creative direction for the creation of assets, music, voice acting, translation, and technical support, all via paid commercial licenses. All content underwent rigorous manual editing and review to ensure technical cohesion and originality. There is no real-time AI generation during gameplay. | Eldryngard Studios | - | May 23, 2026 | |
Ebon Crucible In-game content artcode | This game was built with the assistance of AI tools. Visual assets including character models, ability icons, and promotional art were generated using AI image generation. Game code, systems design, and implementation were developed with AI coding assistance. All gameplay mechanics, class balance, and game design decisions were directed by the developer. | Andrew Metcalf | - | May 23, 2026 | |
落仙泱 In-game content art | The game map and models are created by AI technology and manual modifications | 自助星球 | - | May 23, 2026 | |
Shatterhold In-game content artaudio | Shatterhold uses AI-generated art for environmental paintings, creature portraits, and music tracks. All gameplay mechanics, code, and game design are human-directed. | Grey Line Interactive LLC | - | May 23, 2026 | |
Roll & Slay : Dice Caster In-game content art | Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay. | ProjectSODA | - | May 23, 2026 | |
Revenant Survivors Store/marketing art | Generative AI tools were used to assist in the creation of store asset (such as capsule art). The resulting assets were further reviewed and polished by humans. | Mongma Studio | - | May 23, 2026 | |
Survival Exorcist In-game content text | Font and Translation | Advance Garde | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
Demon Breaker In-game content textaudio | This game uses AI tools for parts of the Steam store page content and voice acting. | Matthew Lalande | - | May 23, 2026 | |
Cornerfall Store/marketing text | Some text content and store descriptions were generated with the help of artificial intelligence. | Wisparro | - | May 23, 2026 | |
Card Pack Dungeon In-game content art | Some visual assets in this game were created using generative AI.
All assets were reviewed and refined by the developer. | MOTOKUN GAMES | - | May 23, 2026 | |
Despertar art | This game has AI content only on the images of the tittle, store images and the Mucaro production video at the start of the game. | Chuepa | - | May 23, 2026 | |
最后的妙笔人 In-game content artcode | 游戏在概念设计、Demo阶段及图标、动画、代码等辅助系统中,分别借助AI完成了部分创意构思与初步创作。 | FU TAO | - | May 23, 2026 | |
Pravitas In-game content artaudio | During the development of this game, a portion of the image resources and background music was created using generative AI. | VT Games | - | May 23, 2026 | |
Secrets of Thoth Store/marketing art | Some AI art was used but only for pictures and marketing, everything within gameplay does not use any AI 3D assets, algorithms or generative AI. | Fortunate Games | - | May 23, 2026 | |
THWRT In-game content art | Some full screen art is generative AI. | Optinus Games | - | May 23, 2026 | |
Weird Life In-game content artaudio | The title image and various songs were created by AI. | The Helldevil Studios | - | May 23, 2026 | |
DREADHOLM In-game content art | We used AI to make icons for abilities, and inventory icons. Those icons are being replaced in chunks by our in house artist. | DREADHOLM | - | May 23, 2026 | |
Black Resonance: Obelisk Siege In-game content artaudiocode | Generative AI was used as an assistive tool during development for parts of some 3D models, sound assets, and portions of the code. All such content was reviewed, modified where needed, and curated by the developer before release. | Dark Frequency Studio | - | May 23, 2026 | |
民国诡事相簿 In-game content art | Some visual assets in this game were created with the assistance of AI-generated imagery tools during production. | LinearGame Pte. Ltd. | - | May 23, 2026 | |
Darkest Path Dev only art | AI technology is used in a supplementary capacity during the conceptual and prototyping stages of our 2D assets. Any such assets are replaced through our production pipeline by our artists. | MegaKil Studios | - | May 23, 2026 | |
Lostbound Dev only | While we utilize AI to accelerate early-stage concepting and iteration. Every final asset has been manually refined and polished to ensure the highest level of creative integrity and our personal touch. | Tenkarider | - | May 23, 2026 | |
Barely a Hero In-game content textartaudio | AI tools were utilized to assist with text correction and translation. Additionally, AI was used to refine certain artwork, as well as to generate certain audio elements.
All other aspects of the project, from creative direction and story to core gameplay and scripting, represent the dedicated, hand-crafted effort of a solo developer. | Adorable Abyss Studio | - | May 23, 2026 |