Some of the music and images in this game were generated using artificial intelligence.
- Creator
- 命运之羁绊
- Reviews
- -
- Added
- May 23, 2026
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Some of the music and images in this game were generated using artificial intelligence.
Our Creative Approach: A Human-First Duo and AI Disclosure We are a passionate two-person team dedicated to bringing 1101 to life. To achieve the visual depth and cinematic quality we envisioned as a small studio, we utilized AI-assisted tools specifically for cinematic refinement, 3D texturing and modeling. Here is exactly how we use AI to support our hand-crafted work: From Concept to 3D Reality Our 3D creation process combines traditional artistry with modern efficiency. Once we finalize a self-made image reference, hand-drawn sketch or a custom-generated image reference, we use AI-assisted modeling tools to convert that 2D vision into a 3D base mesh. The Human Touch This AI-assisted object is only the starting point. As a two-person team, we then step in to manually refine the geometry, adjust the proportions, and hand-modify the details. This "Human-in-the-Loop" approach allows us to bridge the gap between a 2D idea and a high-quality 3D asset, ensuring every object fits perfectly within our world’s hand-crafted design. Cinematics: AI tools helped us polish visuals in our cinematics, allowing us to deliver high-quality storytelling that would typically require a much larger team. Everything else is human-made. From the core gameplay mechanics and level design to the dialogue, music, and sound effects, every "soul" of this game comes directly from our hands. Ultimately, being an indie underdog means being resourceful. Using these tools wasn't about cutting corners; it was about bridging the gap to deliver a high-quality experience that a duo could otherwise never achieve. We’ve used technology to work harder on what matters most: making a game you'll love to play.
This game contains content created with the assistance of generative AI tools: Artwork: Some visual assets were generated using AI image tools as a starting point, then edited and refined by the developer. All final in-game artwork has been reviewed, modified, and approved by human hands. Music & Sound Effects: Background music and sound effects were created using AI-based music generation tools, then selected and curated by the developer. Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish, and Russian were produced with AI translation tools and reviewed by the developer. Simplified Chinese and English were authored directly by the developer. Store Page Copy: Portions of the store page description were drafted with AI writing assistance and finalized by the developer. No generative AI runs during gameplay. The AI opponent in single-player mode uses rule-based logic, not generative AI.
AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code.
This game uses generative AI to assist with select localizations. All translations are reviewed by the developer.
This game uses generative AI in the following areas: - Some in-game background images - Some sound effects - Translation for some languages All AI-generated content was reviewed and edited by the developer.
Character, enemy, and boss models are created using AI.
During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay.
Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools.
Assets in Card of Fate were created with the help of AI.
Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles: - Translating store descriptions and in-game text into different languages - Acting as a helper assistant during code writing All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game.
Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style.
AI assisted with artwork and animating artwork.
During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design.
Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer. The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players.
キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。
Spaceship models and some sound effects have been developed with the use of AI.
Text translations generated by AI.
有使用 AI 類型:音樂 (Pre-generated) 類型:部份程式腳本
AI was used in the production of a number of visual assets and the background music.
This game features AI-assisted Sprite development and generation.
Steam page design and English localization - This is an unusual game. It consists of a huge amount of text. We couldn't translate it with a professional translator due to the enormous cost. Despite this, we really want as many people as possible to play our game. That's why we made the game free. We also hope that this game will become a great experience for our next game.
AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer.
AI-generated references are used for models, as well as some images.
All code in this game is generated with AI assistance. The game’s visuals and music also involve AI-aided processes, including image adjustments and extension of music segments. The gameplay concepts and skill/item designs are partially inspired by AI, with some skill and item names originating from AI-generated ideas.
Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience.
The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay.
Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality. Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance.
Chuyện Tết is a solo project. Due to limited design resources, I used AI to assist in generating backgrounds and in-game assets. I then personally reviewed, edited, and refined these visuals to ensure they accurately reflect my vision and the Southern Vietnamese cultural atmosphere of the 2010s.
As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets. All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality. No AI generated content is produced in real time during gameplay.
This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality.
Generative AI was used only for temporary placeholder visuals on this Steam store page. These images are not final game content and will be replaced with original artwork created by our artists before release.
Some of the background music in this game was created using generative AI tools. All AI-generated music has been reviewed, selected, and approved by the developers before inclusion in the game.
AI-generated content is used in some carpet textures and news icons.
This game uses AI to assist in creating some of the games Assets
Some artwork was created with AI assistance.
All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer.
AI Disclosure Generative AI tools were used to assist with writing store page descriptions and game development. All gameplay content — including art, audio, maze generation, and game mechanics — is created programmatically through traditional algorithms and code.
Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction.
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
Some translations were assisted by AI-powered tools.
AI support has been used for language translations as part of the game's localization process.
AI tools were used to help create the game’s soundtrack by generating the initial instrumental stems and raw audio elements. Those materials were then brought into Logic Pro, where the developer manually arranged, remixed, edited, and mastered them into the final tracks.
AI Disclosure This game uses pre-generated AI assets for specific visual elements: The beach background featured in branding and the title screen. Selected environmental details and decorative art within the game world (such as shop window graphics). AI tools were also used as efficiency aids during the development process (coding and reviews).
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.
This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design.
Some UI elements feature images created using generative AI.
This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality. No generative AI is used during gameplay. All content is pre-generated and curated before release.
AI-based translation tools were used for localizing the in-game text and store page descriptions from Japanese to English. All translated content has been reviewed and refined by the developer.
Luminara: The Second Dawn was created by a solo developer with the help of AI tools to bring the game to life. Every piece of content—art, music, story, and code—has been personally reviewed, curated, and directed by me to ensure it fits the game's vision and quality standards.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
枫落奇遇记 In-game content audioart | Some of the music and images in this game were generated using artificial intelligence. | 命运之羁绊 | - | May 23, 2026 | |
1101 In-game content art | Our Creative Approach: A Human-First Duo and AI Disclosure
We are a passionate two-person team dedicated to bringing 1101 to life. To achieve the visual depth and cinematic quality we envisioned as a small studio, we utilized AI-assisted tools specifically for cinematic refinement, 3D texturing and modeling.
Here is exactly how we use AI to support our hand-crafted work:
From Concept to 3D Reality
Our 3D creation process combines traditional artistry with modern efficiency. Once we finalize a self-made image reference, hand-drawn sketch or a custom-generated image reference, we use AI-assisted modeling tools to convert that 2D vision into a 3D base mesh.
The Human Touch
This AI-assisted object is only the starting point. As a two-person team, we then step in to manually refine the geometry, adjust the proportions, and hand-modify the details. This "Human-in-the-Loop" approach allows us to bridge the gap between a 2D idea and a high-quality 3D asset, ensuring every object fits perfectly within our world’s hand-crafted design.
Cinematics: AI tools helped us polish visuals in our cinematics, allowing us to deliver high-quality storytelling that would typically require a much larger team.
Everything else is human-made. From the core gameplay mechanics and level design to the dialogue, music, and sound effects, every "soul" of this game comes directly from our hands. Ultimately, being an indie underdog means being resourceful. Using these tools wasn't about cutting corners; it was about bridging the gap to deliver a high-quality experience that a duo could otherwise never achieve. We’ve used technology to work harder on what matters most: making a game you'll love to play. | YC Game Studio | - | May 23, 2026 | |
17 Steps In-game content artaudiotext | This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI. | SmilingMiles | - | May 23, 2026 | |
Arena Arcade Fest In-game content textartcode | AI has been used to check for localizations mistakes, some PoC textures that will be replaced, and boiler plate code. | Oscar Ortigueira López | - | May 23, 2026 | |
Farmastrophy With Friends In-game content text | This game uses generative AI to assist with select localizations. All translations are reviewed by the developer. | Phil.overflow | - | May 23, 2026 | |
Signal Zero In-game content artaudiotext | This game uses generative AI in the following areas:
- Some in-game background images
- Some sound effects
- Translation for some languages
All AI-generated content was reviewed and edited by the developer. | Seosul Games | - | May 23, 2026 | |
Demonium Illusion In-game content art | Character, enemy, and boss models are created using AI. | Vektor Technology | - | May 23, 2026 | |
Doll Hero Thirty-Six In-game content art | During development, we used generative AI tools to assist with certain visual assets, including images and 3D models. All AI-generated content was pre-produced during the development phase and has been manually reviewed and validated. No real-time AI generation occurs during gameplay. | 文山工作室 | - | May 23, 2026 | |
PlanetMars3D: Spirit Mission In-game content text | Some text content prepared in advance, including descriptions and localized text, may be created, translated, or improved with the assistance of AI-based tools. | 4AI Limited | - | May 23, 2026 | |
Card of Fate In-game content art | Assets in Card of Fate were created with the help of AI. | INDIE-SQUID GmbH | - | May 23, 2026 | |
Peter the Stash Hunter In-game content textcode | Peter the Stash Hunter has been mostly designed and coded by hand by a single developer using traditional methods. AI tools were used in the development process only in two supporting roles:
- Translating store descriptions and in-game text into different languages
- Acting as a helper assistant during code writing
All AI outputs have been reviewed and edited by the developer. Translations are planned to be improved over time based on community feedback. None of the game's visuals, story, characters, music, sound effects, gameplay mechanics, or design decisions have been generated by AI. There is also no AI system running inside the game. | Fragilent | - | May 23, 2026 | |
Good Gaijin, Bad Gaijin In-game content art | Cinematic animations in this game are refined through AI-based tools to achieve a fluid, high-fidelity visual style. | Wamill | - | May 23, 2026 | |
Blessed To Die In-game content art | AI assisted with artwork and animating artwork. | Frame Forge Studios LLC | - | May 23, 2026 | |
Binary Proof In-game content artcode | During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design. | Harun EŞKAR | - | May 23, 2026 | |
Nordic Homestead: A Quiet Restoration Game In-game content artaudiocode | Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer.
The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players. | Secora Systems | - | May 23, 2026 | |
Animal UFO In-game content art | キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。 | Okamotodo | - | May 23, 2026 | |
Hyperline In-game content artaudio | Spaceship models and some sound effects have been developed with the use of AI. | Eden Alba | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
日月協約 In-game content audiocode | 有使用 AI
類型:音樂 (Pre-generated)
類型:部份程式腳本 | WANG,HSUAN-YU | 10 | May 23, 2026 | |
Astral Archive In-game content artaudio | AI was used in the production of a number of visual assets and the background music. | Frostice Dev | - | May 23, 2026 | |
Ctrl+Alt+Defeat Zero Humanity In-game content art | This game features AI-assisted Sprite development and generation. | Andrei Becker Pacheco | - | May 23, 2026 | |
Survive to Save In-game content text | Steam page design and English localization - This is an unusual game. It consists of a huge amount of text. We couldn't translate it with a professional translator due to the enormous cost. Despite this, we really want as many people as possible to play our game. That's why we made the game free. We also hope that this game will become a great experience for our next game. | Lazy Cat Game Studio | - | May 23, 2026 | |
Internet Cafe Tycoon In-game content codetext | AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer. | Muzaffer Usta | - | May 23, 2026 | |
Echoes of the Mind In-game content art | AI-generated references are used for models, as well as some images. | TSG Games | - | May 23, 2026 | |
韭神:技能炒股 In-game content artaudiotext | All code in this game is generated with AI assistance. The game’s visuals and music also involve AI-aided processes, including image adjustments and extension of music segments. The gameplay concepts and skill/item designs are partially inspired by AI, with some skill and item names originating from AI-generated ideas. | MountainJoe | - | May 23, 2026 | |
TOOSIN : 투신 In-game content artcode | Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience. | TEAM NIRIZ | 14 | May 23, 2026 | |
天机·大唐重构 In-game content art | The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay. | Villager B Studio | - | May 23, 2026 | |
Iris and the Moonlight Bakery In-game content arttext | Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality.
Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance. | Gunoha Games | - | May 23, 2026 | |
Tet Story In-game content art | Chuyện Tết is a solo project. Due to limited design resources, I used AI to assist in generating backgrounds and in-game assets. I then personally reviewed, edited, and refined these visuals to ensure they accurately reflect my vision and the Southern Vietnamese cultural atmosphere of the 2010s. | The KIET Dev | - | May 23, 2026 | |
Architect of War In-game content art | As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.
All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.
No AI generated content is produced in real time during gameplay. | Six Sided Studio | - | May 23, 2026 | |
Trees Inc In-game content arttext | This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality. | Mobmonks | 35 | May 23, 2026 | |
Malk In-game content art | Generative AI was used only for temporary placeholder visuals on this Steam store page. These images are not final game content and will be replaced with original artwork created by our artists before release. | Evertry Games | - | May 23, 2026 | |
Widget Idle In-game content audio | Some of the background music in this game was created using generative AI tools. All AI-generated music has been reviewed, selected, and approved by the developers before inclusion in the game. | Zzzhz | - | May 23, 2026 | |
絨毯を洗うゲーム In-game content art | AI-generated content is used in some carpet textures and news icons. | daimaGAME | - | May 23, 2026 | |
CatBun Idle In-game content art | This game uses AI to assist in creating some of the games Assets | Lone Pixel Studios | - | May 23, 2026 | |
宝箱怪大冒险 In-game content art | Some artwork was created with AI assistance. | MiniBaga | - | May 23, 2026 | |
Centurion's Gambit In-game content artaudio | All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer. | iebaz | - | May 23, 2026 | |
Still Lost In-game content textcode | AI Disclosure
Generative AI tools were used to assist with writing store page descriptions and game development. All gameplay content — including art, audio, maze generation, and game mechanics — is created programmatically through traditional algorithms and code. | Project571 | - | May 23, 2026 | |
Mercenary Brotherhood In-game content art | Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction. | SC Strategy Games | - | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
Spiretela In-game content text | Some translations were assisted by AI-powered tools. | Shivary Game Studio | - | May 23, 2026 | |
Misa Online In-game content text | AI support has been used for language translations as part of the game's localization process. | Misa Games | - | May 23, 2026 | |
NODGE In-game content audio | AI tools were used to help create the game’s soundtrack by generating the initial instrumental stems and raw audio elements. Those materials were then brought into Logic Pro, where the developer manually arranged, remixed, edited, and mastered them into the final tracks. | KarateSalad Games | - | May 23, 2026 | |
Hansi auf Sylt In-game content art | AI Disclosure
This game uses pre-generated AI assets for specific visual elements:
The beach background featured in branding and the title screen.
Selected environmental details and decorative art within the game world (such as shop window graphics).
AI tools were also used as efficiency aids during the development process (coding and reviews). | Frank Dirk Rittberger | - | 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 | |
Picklemania: The Ultimate Showdown In-game content art | This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design. | The Pickle Inc. | - | May 23, 2026 | |
PLACE TO FIT In-game content art | Some UI elements feature images created using generative AI. | BitRockGames | - | May 23, 2026 | |
SontusCrops In-game content artcodeaudio | This game was developed with the assistance of generative AI tools, which were used to help create visual assets, code, and some audio elements. All generated content was reviewed, edited, and integrated by the developer to ensure consistency and quality.
No generative AI is used during gameplay. All content is pre-generated and curated before release. | IndieNegra | - | May 23, 2026 | |
Crimsooon Sun In-game content text | AI-based translation tools were used for localizing the in-game text and store page descriptions from Japanese to English. All translated content has been reviewed and refined by the developer. | Old Retina Museum | - | May 23, 2026 | |
Luminara: The Second Dawn In-game content artaudiotextcode | Luminara: The Second Dawn was created by a solo developer with the help of AI tools to bring the game to life. Every piece of content—art, music, story, and code—has been personally reviewed, curated, and directed by me to ensure it fits the game's vision and quality standards. | LOADING DREAMS INC. | - | May 23, 2026 |