Coding in general, as well as some of the illustrations, are created using generative AI.
- Creator
- CatHut
- Reviews
- -
- Added
- May 23, 2026
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Coding in general, as well as some of the illustrations, are created using generative AI.
This work uses AI as assistance for some translation and code generation. The core game content and experience are designed and created by humans.
Some sprite artwork in this game was created with the assistance of generative AI tools during development.
AI were used to assist with translating text into multiple languages.
This game uses pre-generated AI images for card artwork and character sprites, created with Stable Diffusion. No AI is used to generate content during gameplay.
Some images are generated by AI.
This game comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required.
As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there.
Limited use of AI tools in the production of the game.
AI tools were used during development to assist with text localization, narrative drafting, and music prompt generation. All game design, pixel art, code, and final creative decisions are made by the developer.
background music tracks were created with the assistance of generative AI. No AI-generated content is created during gameplay.
Some images were AI-generated.
This game was developed with the assistance of generative AI tools. Character and background artwork was created using Scenario.com. Sound effects were generated using ElevenLabs, and background music was composed using Lyria 2. These tools were used to support the creative vision of a solo indie developer.
Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players.
This game uses AI generated illustrations and background music.
Store visuals, like baners and capsules are AI generated.
Store page AI translation done in the following languages: Chinese (Simplified), Japanese, Korean, Thai, Russian, Spanish, German, Portugese (Brazilian), Turkish, Polish.
Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo. All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality. Generative AI is not used during gameplay, and no player data is processed by AI systems.
Some in-game images and sounds are generated by Generative Artificial Intelligence.
This game uses generative AI during development to assist with some pre-generated 2D art assets and store promotional materials. All such content is manually reviewed, edited, and integrated before being used in the game or on the store page. The game does not generate AI content at runtime, and players do not interact with any generative AI system.
Seferia: Matrix has used Ai in order to craft and stylized its artworks.
This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages
Some of the art assets and sound effects in this game were created with the assistance of AI tools during development.
Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic.
Use AI to help with translation
AI is strictly used for rebalancing cards, and generating marketing assets.
Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version).
This game uses AI-assisted tools in the following areas of development: Localization: Some translations were assisted or reviewed using AI language tools. Sound Effects: Some SFX were generated or prototyped using AI audio tools. No in-game visuals are using AI except the main menu art as of now. Promotional materials may still have AI generated content. All AI-assisted content was reviewed, curated, and approved by the development team. No AI content is generated at runtime.
This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese.
Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay.
We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows: 1. Type of AI-Generated Content: * Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development. * This includes content for: * Background stories and design documents for boss characters, frigates, and other units. * Descriptive text for player skills. * Preliminary outlines and descriptions for the game's overall story background. * In-game text such as enemy names and skill descriptions. 2. Our Workflow and Human Oversight (The Key Part): * AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers. * Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured: * Creative Direction: The final design direction and core ideas were entirely determined by the human team. * Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team. * Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material. 3. Commitment and Assurance: * We guarantee that the final version of the game does not directly include any unmodified AI-generated output. * We take full responsibility for all content in our game. In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team.
Generative AI is used in this game for the following elements: - Card illustrations - Localization text - Some parts of the program code
This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team.
We may use AI-assisted tools during development to help streamline content creation—such as generating placeholder or supporting elements like character voiceovers. All AI-assisted content is guided, refined, and finalized by our development and creative team. The finished product fully reflects our creative vision, with AI serving only as a tool to accelerate the process—not replace the craftsmanship behind it.
AI-generated voices were used for some in-game dialogue, based on scripts written by the developer.
Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists.
Using AI for individual sentence translation and image resources.
Some sprites have been created with the use of image generation models
Some animations are created with AI assistance
Some 3D models were created using AI generation tools.
This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist.
During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent.
Polish, Turkish, Simplified Chinese, Korean Translations
This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output.
In the development of this game, generative AI was used in the following ways: Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency. Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting. Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files. Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging. Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay.
AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game.
LLMs were used to review code and help with marketing material
The card images and effects in the game are generated using AI
During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation. Please note that the main character illustrations were created by human artists.
Some static background images and card textures.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
VVV In-game content artcode | Coding in general, as well as some of the illustrations, are created using generative AI. | CatHut | - | May 23, 2026 | |
Kill The Nova In-game content codetext | This work uses AI as assistance for some translation and code generation. The core game content and experience are designed and created by humans. | NQV4 | - | May 23, 2026 | |
Roller Coaster Looper In-game content art | Some sprite artwork in this game was created with the assistance of generative AI tools during development. | Earlio Games | - | May 23, 2026 | |
Fish Slayer In-game content text | AI were used to assist with translating text into multiple languages. | easymemo(悬厘) | - | May 23, 2026 | |
Soul Monsters Card Game art | This game uses pre-generated AI images for card artwork and
character sprites, created with Stable Diffusion. No AI is used
to generate content during gameplay. | Industrial Miracle (yawangshiro) | - | May 23, 2026 | |
Zoovivors Store/marketing art | Some images are generated by AI. | Sun Pengfei | - | May 23, 2026 | |
Retro Pond Live AI text | This game comes with a small local running language model to generate fish dialogue. No internet connection / API Keys required. | msky | - | May 23, 2026 | |
Tower's Gambit Dev only code | As a solo developer, I used AI as my development partner on Tower's Gambit. It has helped me code faster and prototype things quickly. Every design decision, every mechanic, every pixel of this game reflects my vision — AI just helped me get there. | Donut Rampage | - | May 23, 2026 | |
Riftweaver's Deck Unclear | Limited use of AI tools in the production of the game. | DB Creative | - | May 23, 2026 | |
Sorry, My King In-game content textaudio | AI tools were used during development to assist with text localization,
narrative drafting, and music prompt generation. All game design, pixel art,
code, and final creative decisions are made by the developer. | Game Crafters Collective | - | May 23, 2026 | |
Guild of Three In-game content audio | background music tracks were created with the assistance of generative AI.
No AI-generated content is created during gameplay. | BlueTale | - | May 23, 2026 | |
Claire Darksage and the Penumbra Deaths Collector's Edition Unclear art | Some images were AI-generated. | IKIGames | - | May 23, 2026 | |
Talisman Codes In-game content artaudio | This game was developed with the assistance of generative AI tools.
Character and background artwork was created using Scenario.com.
Sound effects were generated using ElevenLabs, and background music
was composed using Lyria 2. These tools were used to support the
creative vision of a solo indie developer. | Wearablock Inc. | - | May 23, 2026 | |
am I STILL me In-game content artcode | Some visual assets used in this game were created with the help of AI-assisted tools during development. AI-assisted tools were also used for parts of the programming process. No AI is used during gameplay, and the game does not generate live content for players. | Sakuta Games | - | May 23, 2026 | |
Card Trainer In-game content artaudio | This game uses AI generated illustrations and background music. | thewasdmachine | - | May 23, 2026 | |
Blackjack Alchemist art | Store visuals, like baners and capsules are AI generated. | Zeno G. | - | May 23, 2026 | |
Billion Citizens In-game content text | Store page AI translation done in the following languages: Chinese (Simplified), Japanese, Korean, Thai, Russian, Spanish, German, Portugese (Brazilian), Turkish, Polish. | Sucre Discret | - | May 23, 2026 | |
Dominoir In-game content audioart | Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo.
All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality.
Generative AI is not used during gameplay, and no player data is processed by AI systems. | WeinGames | - | May 23, 2026 | |
Pawn Within: Two Fates In-game content artaudio | Some in-game images and sounds are generated by Generative Artificial Intelligence. | Jin Yang | - | May 23, 2026 | |
Slumber Craft Store/marketing art | This game uses generative AI during development to assist with some pre-generated 2D art assets and store promotional materials. All such content is manually reviewed, edited, and integrated before being used in the game or on the store page. The game does not generate AI content at runtime, and players do not interact with any generative AI system. | Li Wei Studio | - | May 23, 2026 | |
Seferia: Matrix In-game content art | Seferia: Matrix has used Ai in order to craft and stylized its artworks. | SurvivalTaktix | - | May 23, 2026 | |
Haydn In Plain Sight In-game content artaudiotext | This game utilizes generative AI tools to assist and enhance various aspects of our creative process. Specifically, AI technologies were employed to help design and refine visual artwork, generate dynamic variations of select musical tracks, assist in the editing of specific in-game assets, and support our localization efforts across multiple languages | K² Project | - | May 23, 2026 | |
疯狂玩具屋 In-game content artaudio | Some of the art assets and sound effects in this game were created with the assistance of AI tools during development. | Wednesday | - | May 23, 2026 | |
KeyFortress In-game content art | Generative AI was used during the development of this game for creating initial concepts and draft versions of certain art assets, including the main menu background and UI icons. These assets were then manually refined, polished, and integrated by the developer to fit the game's final aesthetic. | Daisen | 12 | May 23, 2026 | |
七神器 In-game content text | Use AI to help with translation | ZHU ZHANTIAN | - | May 23, 2026 | |
Guild Manager 26 Store/marketing | AI is strictly used for rebalancing cards, and generating marketing assets. | happyinferno | 22 | May 23, 2026 | |
MASQUERADE In-game content audiotext | Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version). | StudioOptimistic | - | May 23, 2026 | |
Tavrik In-game content textaudio | This game uses AI-assisted tools in the following areas of development:
Localization: Some translations were assisted or reviewed using AI language tools.
Sound Effects: Some SFX were generated or prototyped using AI audio tools.
No in-game visuals are using AI except the main menu art as of now. Promotional materials may still have AI generated content.
All AI-assisted content was reviewed, curated, and approved by the development team. No AI content is generated at runtime. | Nyra Games | - | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
MAHJONG: BEYOND THE WALL 天 井 之 外 In-game content codetext | Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay. | Chen Liang Yu | - | May 23, 2026 | |
CyberJoker In-game content text | We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows:
1. Type of AI-Generated Content:
* Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development.
* This includes content for:
* Background stories and design documents for boss characters, frigates, and other units.
* Descriptive text for player skills.
* Preliminary outlines and descriptions for the game's overall story background.
* In-game text such as enemy names and skill descriptions.
2. Our Workflow and Human Oversight (The Key Part):
* AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers.
* Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured:
* Creative Direction: The final design direction and core ideas were entirely determined by the human team.
* Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team.
* Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material.
3. Commitment and Assurance:
* We guarantee that the final version of the game does not directly include any unmodified AI-generated output.
* We take full responsibility for all content in our game.
In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team. | GoldOrangeStudio | - | May 23, 2026 | |
Caldra In-game content arttextcode | Generative AI is used in this game for the following elements:
- Card illustrations
- Localization text
- Some parts of the program code | Dolphin Star | 15 | May 23, 2026 | |
答题吧!!魅魔 In-game content artaudio | This game uses AI to generate design drafts and sketches for some characters and scenes. All final in-game assets have been manually adjusted, revised, and finalized by the development team. Additionally, some in-game music and voice lines are AI-synthesized, all of which have undergone full manual editing and post-processing by our audio team. | 宅友派对 | - | May 23, 2026 | |
Origins TCG In-game content audio | We may use AI-assisted tools during development to help streamline content creation—such as generating placeholder or supporting elements like character voiceovers.
All AI-assisted content is guided, refined, and finalized by our development and creative team. The finished product fully reflects our creative vision, with AI serving only as a tool to accelerate the process—not replace the craftsmanship behind it. | Koin Games | - | May 23, 2026 | |
Realm's Last Stand In-game content audio | AI-generated voices were used for some in-game dialogue, based on scripts written by the developer. | Smithworks | - | May 23, 2026 | |
Deckgammon In-game content art | Used to assist with select assets, but all aspect of the final experience have been crafted and refined by our artists. | Mechanical Owl | - | May 23, 2026 | |
终末执棋者 In-game content textart | Using AI for individual sentence translation and image resources. | Sublime Studio | - | May 23, 2026 | |
Bring Me More! In-game content art | Some sprites have been created with the use of image generation models | Dancing Cucumber Studio | - | May 23, 2026 | |
幸运奶茶店 In-game content art | Some animations are created with AI assistance | 烹游 CookGames | - | May 23, 2026 | |
Whirlwind Survivor In-game content art | Some 3D models were created using AI generation tools. | Solo Carry | - | May 23, 2026 | |
Sevenfall In-game content art | This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist. | Titan Art Games | - | May 23, 2026 | |
Project:Qing In-game content art | During the development process, we leverage AI tools to support the generation of specific art assets and the creation of procedural content. This approach is primarily driven by resource limitations within our art team and the need to address schedule constraints. AI assists us in rapidly prototyping 3D model foundations, generating initial environmental textures, and sketching concept art, enabling our artists to focus on high-value creative tasks such as refining character expressions, animating skill VFX, and unifying the artistic vision. It is important to note that none of our key visual elements (including core 3D characters, environments, and dynamic effects) are directly AI-generated final products. Instead, AI outputs are used as starting points that undergo extensive manual refinement, detail sculpting, and artistic reinterpretation by our dedicated art team. We are committed to rejecting any shortcuts of using AI-generated 2D imagery to compromise player experience; instead, we prioritise "AI boosting efficiency, humans defining quality". The final game's visuals are a testament to our artists' craftsmanship and aesthetic rigor. Additionally, AI streamlines our workflow management, allowing our limited resources to prioritise gameplay strategy and combat tuning. Player privacy and the responsible use of AI remain paramount: No player data is used for training or shared externally without consent. | Without Embroiling | - | May 23, 2026 | |
The Last Hand Unclear text | Polish, Turkish, Simplified Chinese, Korean Translations | Blackwater Gator Studios | - | May 23, 2026 | |
Rampallians In-game content artcode | This game has used Generative AI during the development process. It was used minimally during coding, mostly for auto complete, <1% of the code is a result of the output from AI. More extensively is AIs use in the artwork, in order to speed up the process sketches were created by artist, details were filled in by AI, then artists corrected the output. | Electric Brain Games | - | May 23, 2026 | |
Strategic Surge In-game content arttextaudiocode | In the development of this game, generative AI was used in the following ways:
Visual Assets: Background illustrations for narrative events, UI elements, and icons were created with the assistance of generative AI. All assets were manually edited and refined by the developer to ensure stylistic consistency.
Narrative Content: Initial drafts for some random event descriptions and unit barks were generated with AI assistance and subsequently revised and rewritten by the developer to maintain the game's unique tone and military setting.
Audio: Some voiceover elements and unit barks may be produced using AI-assisted synthesis. All audio is pre-recorded and processed before being included in the game files.
Code Assistance: AI-based tools were used during the programming process for logic optimization and debugging.
Important: All AI-generated content is pre-generated and included in the static game files. No content is generated in real-time during gameplay. | K-71 | - | May 23, 2026 | |
Overclock Dev only | AI was used for early concepts and drafts, but no AI assets ship unchanged in the final game. | Kantin | - | May 23, 2026 | |
Draw the Hands Store/marketing codeart | LLMs were used to review code and help with marketing material | Liktorus | - | May 23, 2026 | |
死斗卡牌 In-game content art | The card images and effects in the game are generated using AI | 威峰独立游戏工作室 | - | May 23, 2026 | |
CoinDecker ~Deck Building Pusher~ In-game content arttext | During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation.
Please note that the main character illustrations were created by human artists. | PastelFox | - | May 23, 2026 | |
Phantacall Realm In-game content art | Some static background images and card textures. | CyanInk | - | May 23, 2026 |