Store description and promotional graphics generated using AI tools.
- Creator
- ZERO5GAMES
- Reviews
- -
- Added
- Mar 18, 2026
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Store description and promotional graphics generated using AI tools.
This game uses AI-generated content, including cinematic videos, voices and some images.
ONLY ! Some 2D arts, billboards, and adverts throughout the city are created by AI. It is also used for some of the voice actors.
We used AI image-generation tools when creating some in-game images.
The game currently uses AI-generated music that will be replaced with an original human-written soundtrack before release or any major public beta.
・Some background images (they have actually been edited before use) ・Certain parts of the in-game code
We used generative-AI tools during development for some art and audio, plus AI assistants for code and copy edits. All results were reviewed/edited by us. No in-game or real-time AI; no player data is sent to AI services.
Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code.
The developers of this game have used generative AI to create various visual and audio aspects of the experience.
All translations except English and Russian.
Localization
Character portraits are pre-rendered by AI along with some voices. These are placeholder assets and will not be in the final product.
The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated.
some tickets design.
The pre-rendered video sequences in this game were generated using licensed AI tools, including Runway Gen-4 and Dreamina.
Some images, textures, text elements, sounds, music, names, and marketing copy for the game were created with the assistance of generative AI tools.
All code, graphical assets, and music is 100% ORIGINAL. The cartoon people seen in the trailer were generated with AI. These images make an appearance in short videos played between chapters, and are skippable. No other AI was used for the making of this game.
Title: Disclosure of AI-Generated Content Disclaimer: This game contains art assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human art team to ensure it aligns with the game's unique artistic vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game.
通过AI生成部分视频、图片、音乐、音效、语音等。Generate some videos, pictures, music, sound effects, and voices through AI.
Main title splash picture partially AI generated.
Every asset in Cyber Sprinters is handmade except for the music. All in game music is AI-Generated.
This game does not generate AI content during gameplay. Some promotional materials and in-game art assets were created with the assistance of AI tools under a commercial-use license, with all content curated and finalized by the developer.
AI was used initially to prototype a design of the logo for the 1st game Astro Fighters. This design has been manually adjusted from the AI concept and now forms a part of the Astro Fighters and Astro Fighters 2 logo designs.
Some UI icons were created using AI. The English, French, and Russian localizations were made by human translators; all other localizations were made with AI.
Some visual assets in the game were created using AI.
Game uses AI only for visual and text content. Card illustrations and free avatars were created with the help of AI tools. Some in-game texts were edited using AI.
We used AI tools to create the game capsules visuals.
All images within the game were generated using a neural network.
No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork.
This game uses AI-generated voice lines created with licensed text-to-speech technology. All voiceovers were produced for entertainment purposes only and are not recordings of real actors.
Some photos were created using artificial intelligence.
AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists.
Using AI voice for in-game AI voice
We use AI to generate store page descriptions, translations into languages other than Japanese, and marketing materials.
AI was used to aid in writing code for the game. Some in-game icons were generated using AI.
Some elements of the game were created with the help of artificial intelligence and subsequently modified by hand.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
> The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis. > Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation.
We only used AI-generated content for Steam capsule images.
Graphic elements like some icons and backgrounds. We are working to change it.
This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images).
This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant
Some visual elements, such as pavement textures, were partially created using AI tools during development.
Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools. These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text.
When creating game resources, AI was used (to generate some 3D models and images).
During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters.
Many of the images, videos, sounds, and background music in this game were generated by AI.
As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare. I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust. This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have. Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sad Virus Shitcoin Store/marketing arttext | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | - | Mar 18, 2026 | |
DAMex : Dark Matter Exodus In-game content artaudio | This game uses AI-generated content, including cinematic videos, voices and some images. | Benoit Locu | - | Mar 18, 2026 | |
BABYLON 3013 In-game content artaudio | ONLY ! Some 2D arts, billboards, and adverts throughout the city are created by AI.
It is also used for some of the voice actors. | Firewall Enigma | - | Mar 18, 2026 | |
Cops&Crooks In-game content art | We used AI image-generation tools when creating some in-game images. | OOPS.k | - | Mar 18, 2026 | |
Eternal Towers In-game content audio | The game currently uses AI-generated music that will be replaced with an original human-written soundtrack before release or any major public beta. | Neverplay | - | Mar 18, 2026 | |
Gravity Shooter In-game content artcode | ・Some background images (they have actually been edited before use)
・Certain parts of the in-game code | KAWAUSO FORGE | - | Mar 18, 2026 | |
Galaxy Commanders: Gridstrike In-game content artaudiotextcode | We used generative-AI tools during development for some art and audio, plus AI assistants for code and copy edits. All results were reviewed/edited by us. No in-game or real-time AI; no player data is sent to AI services. | Timopheus | - | Mar 18, 2026 | |
WAVEBEAM In-game content codeart | Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code. | Ryan Collins | - | Mar 18, 2026 | |
Singularity In-game content artaudio | The developers of this game have used generative AI to create various visual and audio aspects of the experience. | Fractal Mind Studios | - | Mar 18, 2026 | |
Vivisection In-game content text | All translations except English and Russian. | LampDog Studio | - | Mar 18, 2026 | |
Factory Time In-game content text | Localization | Denis Zholob | - | Mar 18, 2026 | |
No Time Left In-game content artaudio | Character portraits are pre-rendered by AI along with some voices. These are placeholder assets and will not be in the final product. | Gonzo Technologies | - | Mar 18, 2026 | |
Cardinal Fall In-game content audioart | The game uses pre-rendered AI generated voices instead of live voice actors, as well as some AI modified artwork for the marketing material, a very small portion of the in game art assets, and some aspects of the introduction video. None of the content is rendered in real time or live-generated. | Metahusk | - | Mar 18, 2026 | |
Feria 3000 Unclear | some tickets design. | MISEN | - | Mar 18, 2026 | |
Desktop Pop Store/marketing art | The pre-rendered video sequences in this game were generated using licensed AI tools, including Runway Gen-4 and Dreamina. | 1UP Games | - | Mar 18, 2026 | |
D.I.G. — Discover Infinite Galaxies In-game content arttextaudio | Some images, textures, text elements, sounds, music, names, and marketing copy for the game were created with the assistance of generative AI tools. | BloomSpaceGames | - | Mar 18, 2026 | |
Brain Centipede In-game content art | All code, graphical assets, and music is 100% ORIGINAL.
The cartoon people seen in the trailer were generated with AI. These images make an appearance in short videos played between chapters, and are skippable.
No other AI was used for the making of this game. | VicTheWic | - | Mar 18, 2026 | |
Ai Empire: Idle Clicker In-game content art | Title: Disclosure of AI-Generated Content
Disclaimer:
This game contains art assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human art team to ensure it aligns with the game's unique artistic vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game. | Bit Boy Games | - | Mar 18, 2026 | |
第九人格Ninth Identity In-game content artaudiotext | 通过AI生成部分视频、图片、音乐、音效、语音等。Generate some videos, pictures, music, sound effects, and voices through AI. | 太白文化 | - | Mar 18, 2026 | |
Deepest Blue Store/marketing art | Main title splash picture partially AI generated. | Steve Turner | - | Mar 18, 2026 | |
Cyber Sprinters In-game content audio | Every asset in Cyber Sprinters is handmade except for the music. All in game music is AI-Generated. | Low-Poly Arcade | - | Mar 18, 2026 | |
What Every Man Wants In-game content art | This game does not generate AI content during gameplay. Some promotional materials and in-game art assets were created with the assistance of AI tools under a commercial-use license, with all content curated and finalized by the developer. | Kurozzz | - | Mar 18, 2026 | |
Astro Fighters 2 In-game content art | AI was used initially to prototype a design of the logo for the 1st game Astro Fighters.
This design has been manually adjusted from the AI concept and now forms a part of the Astro Fighters and Astro Fighters 2 logo designs. | Paul Connor | 18 | Mar 18, 2026 | |
ExoTrain In-game content arttext | Some UI icons were created using AI.
The English, French, and Russian localizations were made by human translators; all other localizations were made with AI. | Harpoon Games | 19 | Mar 18, 2026 | |
MUSYNX:RETURN In-game content art | Some visual assets in the game were created using AI. | I-Inferno | 270 | Mar 18, 2026 | |
Xeno Strike In-game content arttext | Game uses AI only for visual and text content. Card illustrations and free avatars were created with the help of AI tools. Some in-game texts were edited using AI. | Rocket Haze Games | 12 | Mar 18, 2026 | |
Cyberpunk Store Simulator Store/marketing art | We used AI tools to create the game capsules visuals. | ICON GAME STUDIO | - | Mar 18, 2026 | |
НОЧНОЕ ТАКСИ In-game content art | All images within the game were generated using a neural network. | ВСЖ | - | Mar 18, 2026 | |
Astranded In-game content art | No AI-generated content is used in gameplay or in-game assets. Only certain promotional banner images incorporate AI-assisted elements derived from original in-game artwork. | Tim S. | - | Mar 18, 2026 | |
DOTscape In-game content audio | This game uses AI-generated voice lines created with licensed text-to-speech technology.
All voiceovers were produced for entertainment purposes only and are not recordings of real actors. | John Tenna | - | Mar 18, 2026 | |
Cyber Horror: Project S.Y.L.A. Store/marketing art | Some photos were created using artificial intelligence. | NEBULA NOVA GAMES | - | Mar 18, 2026 | |
Ironsphere In-game content textart | AI was used to create translation, some game item icons, avatars and backgrounds for news. All locations, monsters, characters and items, as well as all original texts are created entirely by human artists. | Jemie | - | Mar 18, 2026 | |
134 and counting Live AI audio | Using AI voice for in-game AI voice | Glass Of Cat | - | Mar 18, 2026 | |
Chrono Impact In-game content text | We use AI to generate store page descriptions, translations into languages other than Japanese, and marketing materials. | tatsumaki games | - | Mar 18, 2026 | |
Factory Works Idle In-game content artcode | AI was used to aid in writing code for the game. Some in-game icons were generated using AI. | EnricoBC | - | Mar 18, 2026 | |
Robot-Mail Rush In-game content arttextaudio | Some elements of the game were created with the help of artificial intelligence and subsequently modified by hand. | Green Goose Corporation | - | Mar 18, 2026 | |
Robots Arena Fight Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Spaceship Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Ocean Keeper Co-op Store/marketing art | We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art. | RetroStyle Games | 142 | Mar 18, 2026 | |
Rise of Atom In-game content audioart | > The player’s two robotic companions, the assistant Helena and the radio host, use AI voice synthesis.
> Some visual assets, such as menu art, environmental textures, and achievement icons, were created with the help of AI image generation. | Glass Bubble Software | 28 | Mar 18, 2026 | |
Minsgon Simulator Store/marketing art | We only used AI-generated content for Steam capsule images. | Vokcen | 70 | Mar 18, 2026 | |
Space Hood In-game content art | Graphic elements like some icons and backgrounds. We are working to change it. | General Gibbon | - | Mar 18, 2026 | |
Fitforce2 In-game content audioart | This game uses AI-generated content for the BGM and some in-game images (e.g., food and animal images). | Runnex Technology | - | Mar 18, 2026 | |
Nightcrawler Dev only code | This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant | TsuraiKuromaru | - | Mar 18, 2026 | |
BRESH In-game content art | Some visual elements, such as pavement textures, were partially created using AI tools during development. | Vladislav Surin | - | Mar 18, 2026 | |
EGO :: Exit Protocol In-game content art | Some UI elements in this game (e.g., board visuals, evidence images, etc.) were created using AI tools.
These elements are used solely as visual aids in gameplay, and no AI-generated content was used for the game's main story or text. | MinCheol | - | Mar 18, 2026 | |
Steel Defence In-game content art | When creating game resources, AI was used (to generate some 3D models and images). | Storytime Games | - | Mar 18, 2026 | |
LOOPINITY: Break the Cycle In-game content art | During the development of LOOPINITY: Break the Circle, artificial intelligence (AI) technologies were used to create concept art and finished sprites for some of the game's characters. | Mynlex | - | Mar 18, 2026 | |
リアルタイム将棋 In-game content artaudio | Many of the images, videos, sounds, and background music in this game were generated by AI. | Saikyosan | - | Mar 18, 2026 | |
Lightyears of Fervent Warfare In-game content artcode | As a one-person indie dev on a small island, with a clear idea, some programming skillz, minimal artistic talent, and practically zero funding, using AI has helped me actually to finish developing Lightyears of Fervent Warfare.
I started developing LoFW during COVID-19, when I began learning game development as a hobby during Seychelles' lockdown. I had coded my MSc project in C# and was able to code everything by hand. I was even able to design the pixel graphics on my own. Then COVID-19 ended, life continued, and LoFW was left in the dust.
This year, I experimented with the Cursor and Midjourney AIs and discovered that I could leverage them to continue developing my game part-time. Using Cursor to modify my existing code and generate new code via vibe coding helped me implement features quickly. This gave me the time to focus on the actual game design, the feature set, and testing. And while I still work on most of the pixel graphics by hand, using Midjourney to generate more complex graphics has helped me save time and resources that I don't yet have.
Sure, using AI still takes time; I can be pedantic and tend to modify and optimise everything manually. Chastising AIs, reviewing code, and doing manual edits to the graphics are now part of my workflow. AI shenanigans notwithstanding, I do hope that you'll support my game! | Lea Creative Industries | - | Mar 18, 2026 |