Generative AI has been used for some marketing assets and in-game item descriptions.
- Creator
- Revolt Games
- Reviews
- -
- Added
- Jun 3, 2026
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Generative AI has been used for some marketing assets and in-game item descriptions.
AI was used to localize the software and create promotional materials
I (the developper) am a former artist with poor skills in technical aspects of game development such as coding. In that regard, AI was used mainly to fasten the process of development of the game such as: - help for technical aspects when I couldn't do it due to my limited skills. - generate a database of random text events based on my own texts and mood that I want for the game. The game contains hundreds of different events that I couldn't afford to write all of them in such a short time. Events are then all checked and corrected by myself to ensure they all fit within the game. I am not proud of using AI as I am directly concerned by it as an artist myself. But this was my only chance to fulfil my dream of making my own game in a limited time and I want to be transparent with the players that might feel uncomfortable with it. No AI was used for any other part of the game such as art or sound effects.
All gameplay systems, game design decisions, balancing decisions, story/context decisions, implementation choices, and final creative decisions were made by the development team. Generative AI tools were used only as assistive tools during development. This may include support for brainstorming, improving workflows, and creating or refining some static 2D visual materials used in the game and its marketing, such as item icons, UI-related images, capsule/key art elements, and visuals that may appear in trailers or screenshots. All AI-assisted materials were reviewed, selected, edited, and approved by the developers before being included. No AI system makes gameplay decisions, controls game logic, generates levels, creates player-facing content, or produces images, videos, text, audio, or any other content in real time during gameplay.
This game utilises Google's Gemma4 E2B large language model to generate narration text based on human-curated datasets.
The game logo includes AI-generated and AI-upscaled texture elements, which were then manually edited.
As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement.
AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay.
Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages. No AI-generated art, audio, or live-generated content is included in the game.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork. All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process. No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human.
As a small indie studio, we use generative AI tools to assist in parts of our art creation process. This helps us improve the quality and consistency of artwork while allowing our team to work more efficiently. All AI-assisted content is reviewed, refined, and integrated by our developers to ensure it meets the artistic vision and quality standards of the game.
Art mainly generated by AI, then manually refined
The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game.
Knave Craps uses generative AI for some pre-rendered content. Specifically: - Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer. - Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer. The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored.
Some Assets(Character, Story, UI, etc) are made by AI Agent.
Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations.
This game uses AI tools during development to assist with the creation of certain 3D models and prototyping. All gameplay design, final programming, balancing, creative direction, and system integration were carried out by the developer.
Background post-production: color correction and shading, and some additional background objects.
Code review and optimization; Some texture/sample generation
Some in-game art assets were created with AI assistance.
Pre-rendered AI generation was used to create 2D background environment art and character sprites.
There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it.
All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself. All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties.
AI was used to assist with the base localization of in-game texts into other languages.
AI as part of modern development workflows
some images of the store and loadscreens.
Some background illustrations were created with generative AI and edited/selected by the developer.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
AI generates a few images and icons, reviewed manually.
This game uses generative AI for code writing and text work. All final content is manually reviewed and edited.
We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team.
Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content.
It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools. All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs.
Translations other than Japanese are performed using a text generation AI.
少量文本和美术图片如游戏中的书籍、图画等使用AI生成
Some of the assets used to design the page on Steam were generated
Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI.
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Some AI-assistance was used during the development of this game.
AI-generated content is used in the backgrounds and in-game images of this title.
Help with localization and some coding assistance.
预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。
Generative AI tools were used to create images, audio, and text materials used in the game and on the store page. Generated materials are reviewed, selected, edited, and adjusted by the developer before use. The game does not include any feature that live-generates AI content during gameplay.
Some of the game's art assets were generated using AI.
During the development of this game, generative AI is used as a supporting tool for parts of the Japanese / English translation drafts. Final wording is reviewed and adjusted internally before being adopted.
Game uses AI generated art and music.
TRO is watching...
This game is a detective adventure in which the player investigates a murder in a small town. An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects. The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation. All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Kingblade: Medieval TCG Card Shop In-game content text | Generative AI has been used for some marketing assets and in-game item descriptions. | Revolt Games | - | Jun 3, 2026 | |
Folderwiz Store/marketing textart | AI was used to localize the software and create promotional materials | SoftwareLlama | - | Jun 3, 2026 | |
MONji In-game content text | I (the developper) am a former artist with poor skills in technical aspects of game development such as coding. In that regard, AI was used mainly to fasten the process of development of the game such as:
- help for technical aspects when I couldn't do it due to my limited skills.
- generate a database of random text events based on my own texts and mood that I want for the game. The game contains hundreds of different events that I couldn't afford to write all of them in such a short time. Events are then all checked and corrected by myself to ensure they all fit within the game.
I am not proud of using AI as I am directly concerned by it as an artist myself. But this was my only chance to fulfil my dream of making my own game in a limited time and I want to be transparent with the players that might feel uncomfortable with it.
No AI was used for any other part of the game such as art or sound effects. | da-dam | - | Jun 3, 2026 | |
Donboz Jailbreak In-game content art | All gameplay systems, game design decisions, balancing decisions, story/context decisions, implementation choices, and final creative decisions were made by the development team.
Generative AI tools were used only as assistive tools during development. This may include support for brainstorming, improving workflows, and creating or refining some static 2D visual materials used in the game and its marketing, such as item icons, UI-related images, capsule/key art elements, and visuals that may appear in trailers or screenshots.
All AI-assisted materials were reviewed, selected, edited, and approved by the developers before being included. No AI system makes gameplay decisions, controls game logic, generates levels, creates player-facing content, or produces images, videos, text, audio, or any other content in real time during gameplay. | SKR Interactive | - | Jun 3, 2026 | |
SLOP FIGHTER In-game content text | This game utilises Google's Gemma4 E2B large language model to generate narration text based on human-curated datasets. | akickintheteeth | - | Jun 3, 2026 | |
MechPit In-game content art | The game logo includes AI-generated and AI-upscaled texture elements, which were then manually edited. | Potato Holder Games | - | Jun 3, 2026 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
out of light In-game content art | AI-assisted tools were used as reference material during early character design iteration. The final in-game assets were significantly modified and finalized manually by the developer. No live-generated AI content is present during gameplay. | c4ca.exe | - | Jun 3, 2026 | |
Cluck Rush In-game content text | Original Chinese text was written by the developer. AI was used solely to assist with translation and localization into other languages.
No AI-generated art, audio, or live-generated content is included in the game. | HybFan | - | Jun 3, 2026 | |
Eldara In-game content art | The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing. | Eldara Games | 212 | Jun 3, 2026 | |
Roses In Concrete In-game content text | The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human. | Omey Salvi | - | Jun 3, 2026 | |
Slammo In-game content art | As a small indie studio, we use generative AI tools to assist in parts of our art creation process. This helps us improve the quality and consistency of artwork while allowing our team to work more efficiently. All AI-assisted content is reviewed, refined, and integrated by our developers to ensure it meets the artistic vision and quality standards of the game. | Annoyed Studio | - | Jun 3, 2026 | |
Band of Heroes In-game content art | Art mainly generated by AI, then manually refined | Mateo Moretti | - | Jun 3, 2026 | |
Engine Tales : Oblivious World Dev only | The developing side of the game uses AI to communicate ideas to the Art side of the project, none of the AI generated images enter the game. | 2percentstudio | - | Jun 3, 2026 | |
Knave Craps In-game content artaudio | Knave Craps uses generative AI for some pre-rendered content. Specifically:
- Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer.
- Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer.
The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored. | Jason Follas | - | Jun 3, 2026 | |
Lastgirl Survivor In-game content arttext | Some Assets(Character, Story, UI, etc) are made by AI Agent. | DDMINI | - | Jun 3, 2026 | |
The Last Ember Dev only | Generative AI was used in a limited, assistive role during development. All final content has been curated, refined, and approved by the developer to meet the game’s creative direction and quality expectations. | River Ridge Studios | - | Jun 3, 2026 | |
Neuroma In-game content art | This game uses AI tools during development to assist with the creation of certain 3D models and prototyping. All gameplay design, final programming, balancing, creative direction, and system integration were carried out by the developer. | NextLayer | - | Jun 3, 2026 | |
Pun Chan Pop Unclear | Background post-production: color correction and shading, and some additional background objects. | Konkate Games | - | Jun 3, 2026 | |
Horde Beyond In-game content codeart | Code review and optimization; Some texture/sample generation | Confident Media Group | - | Jun 3, 2026 | |
灵田纪 In-game content art | Some in-game art assets were created with AI assistance. | Octa.C | - | Jun 3, 2026 | |
The Adventures of Godefroy - Episode 1 In-game content art | Pre-rendered AI generation was used to create 2D background environment art and character sprites. | Mombosa Games | - | Jun 3, 2026 | |
The Legacy of Shadow's Bane TCG Store/marketing art | There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it. | Omni-Games and Collectibles LLC | - | Jun 3, 2026 | |
Juggling Cup In-game content text | All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself.
All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties. | Lebab | - | Jun 3, 2026 | |
Office Manager In-game content text | AI was used to assist with the base localization of in-game texts into other languages. | Jan Štěpánek | 14 | Jun 3, 2026 | |
Blux Unclear | AI as part of modern development workflows | fat old bastards | - | Jun 3, 2026 | |
Dragonlance: Veil of the Last Sanctum Store/marketing art | some images of the store and loadscreens. | WKM-STUDIO | - | Jun 3, 2026 | |
NZ78 In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 3, 2026 | |
Phaseshift: Evolved In-game content artaudio | Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime. | Bubblehead Game Dev | - | Jun 3, 2026 | |
A Game About Getting Bigger In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | - | Jun 3, 2026 | |
are you humen? In-game content codetext | This game uses generative AI for code writing and text work. All final content is manually reviewed and edited. | BD patch game | - | Jun 3, 2026 | |
Dream Fortress Dev only artcode | We use AI to code faster and generate placeholder art assets. All the AI-generated art assets (and most of the stock assets) will be replaced before the game is launched. The game design, art direction, and overall vision is all from our (human!) team. | TeamK | - | Jun 3, 2026 | |
Tomorrow's Gonna Be a Long Day Dev only code | Used only sparingly to assist with programming and debugging. No AI was used to generate artwork, audio, narrative, or other game content. | FrostyPixels | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
Not My Base! In-game content art | Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools.
All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs. | Hyper Cloud Games | - | Jun 3, 2026 | |
爆盛食堂 In-game content text | Translations other than Japanese are performed using a text generation AI. | MAGES. Inc. | - | Jun 3, 2026 | |
盛夏离与合 In-game content textart | 少量文本和美术图片如游戏中的书籍、图画等使用AI生成 | intiny | 707 | Jun 3, 2026 | |
ATTAQ ARCADE COLLECTION Store/marketing art | Some of the assets used to design the page on Steam were generated | ATTAQ | - | Jun 3, 2026 | |
Playful Pursuit In-game content artcode | Both manual coding and coding using generative AI is included in this game. Some UI images were developed using generative AI as well as some in level images in the final level. Store presence images were developed using generative AI. | Ometecuhtli Entertainment | - | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
War of Blobs Dev only | Some AI-assistance was used during the development of this game. | Modest Catastrophe Games | - | Jun 3, 2026 | |
因習村2200 In-game content art | AI-generated content is used in the backgrounds and in-game images of this title. | mokosoft | - | Jun 3, 2026 | |
Joey The Duck In-game content textcode | Help with localization and some coding assistance. | Sikor | 14 | Jun 3, 2026 | |
idel world In-game content artaudio | 预渲染成就图片及音乐使用AI生成。在游戏过程中不会使用到AI生成功能的代码和内容。 | 9.9 studio | - | Jun 3, 2026 | |
KNEE SLIDE In-game content artaudiotext | Generative AI tools were used to create images, audio, and text materials used in the game and on the store page.
Generated materials are reviewed, selected, edited, and adjusted by the developer before use.
The game does not include any feature that live-generates AI content during gameplay. | Noyvara Studio | - | Jun 3, 2026 | |
Pipe Plumber’s Place In-game content art | Some of the game's art assets were generated using AI. | wyGame | - | Jun 3, 2026 | |
Reversible Routing+ In-game content text | During the development of this game, generative AI is used as a supporting tool for parts of the Japanese / English translation drafts. Final wording is reviewed and adjusted internally before being adopted. | Mage Flower Games | - | Jun 3, 2026 | |
Stella: into the Shadow In-game content artaudio | Game uses AI generated art and music. | Shadow games | - | Jun 3, 2026 | |
Chesstro Unclear | TRO is watching... | RoguePawn Studio | - | Jun 3, 2026 | |
Bear Murderer Live AI text | This game is a detective adventure in which the player investigates a murder in a small town.
An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects.
The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation.
All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content. | Joie | - | Jun 3, 2026 |