Generative AI was used to create some of the promotional images displayed on the game's Steam store page.
- Creator
- ThunderRQN Games
- Reviews
- -
- Added
- Oct 16, 2026
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Generative AI was used to create some of the promotional images displayed on the game's Steam store page.
Pre-generated PixelLab art and Suno music. AI assisted the store text and translation. No AI generation or external AI service during gameplay.
This game was created by a single indie developer over months of planning, designing, and passionate development. However, multiple AI models were used in the creation of this game in the form of: 3D Models, Graphics, Music, Dialogue, and AI-assisted coding. This game is NOT a one-shot AI built game. Rather, AI has been used as a tool to bring the game to life along with countless hours of intentional and passionate development.
Some images (portraits, quest illustrations, ships, planets, backgrounds), the sound effects and music, and parts of the game text (quest scripts, descriptions and translations) were created with the help of generative AI tools, then selected, edited and integrated into the game by the developer. No generative AI runs during gameplay.
Some of the artwork in this game was created with the assistance of generative AI tools, including certain battle scenes and talent icons. These assets were reviewed, adjusted, and integrated into the game by the developer.
AI Coding Tools were used
Language translation.
I'm a solo developer. The idea, the design, the gameplay, the visual style, the balancing and the playtesting are mine. I wrote the code with an AI coding assistant, step by step from my own written design. Some of what you see and hear is drawn by that code, not by hand: the planet, the airship, the engine sound, the icons, the badges and the shaders. I specified each of them and tuned them until they looked and sounded right. The store page artwork was made the same way, by the coding assistant following my layouts and style choices. The Japanese and Portuguese translations in the game were drafted with AI, but they are currently re-phrased by native-speaking proof-readers and will be replaced soon. No image, music or voice generator was used. The music, the recorded sound effects and the 3D models were made by human artists, are used under licence and are credited in the game. Nothing is generated by AI while you play. The game contains no AI model and needs no internet connection.
No AI-generated content is used in gameplay. Generative AI was used only for Steam store images.
Generative AI tools were used during the development of this game to assist in creating certain visual, audio, and text assets, including character illustrations, backgrounds, enemy designs, item icons, character animations, background music, story content, and localization. All AI-assisted content was reviewed, refined, and integrated by the developer before being included in the game. This game does not use live generative AI during gameplay.
This game was developed with generative AI tools under the direction of a human developer. Artwork (characters, monsters, backgrounds and UI), music and sound effects, story text, translations, program code and store page materials were generated with AI. The developer directed the design and repeatedly reviewed and revised the artwork and other content until it matched the intended result. No content is generated by AI while the game is running.
Some 3D models (characters, sea creatures and ships) were generated with AI tools and then edited, retopologized and textured by our team. Parts of the store page text were drafted with AI assistance and reviewed by the developer. The game does not generate any AI content live during gameplay.
Generative AI tools were used during development to assist with pre-generated visual assets and localization, including artwork used in the game and on the store page. All included content was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Only a very small number of 3D models were generated using AI, with the vast majority created by humans; we have confirmed that this will not impact the overall art style.
game art and translations
Game Covers are made with AI, backgrounds in game made with AI.
No AI-generated content goes into the game as-is; translations are AI-assisted.
All of the code for this game was written by AI based on my instructions. However, no content is generated by AI while the game is running.
The game itself was designed and developed by a human developer. Generative AI was used only to assist with bug fixing, code refactoring, technical documentation, and the refinement of marketing copy. All AI-assisted changes were reviewed, tested, and approved under human supervision.
Some content included with Doodlefolk was created using generative AI tools during development.
This game was primarily created by the development team. AI tools were used to assist with certain aspects of programming and visual design, while AI-generated content was mainly used in video production and the creation of sound effects and music.
Tinymon Tactics is made by a team of two. Development began before we used any AI tools; they joined later as assistants, and we want to be upfront about where. Artwork: AI image generation assisted with the game's illustrations (backgrounds, islands, the camp, items and Tinymon sprites). Every image was then selected, edited, cut out, animated and assembled by hand to fit one consistent style. Code: AI coding assistants helped write and review parts of the game's code, on top of a codebase we had already built ourselves. What is ours: the game design, the rules, every Tinymon's concept, skills and numbers, the synergies, the relics, the balance, code architecture and many more. This game is not the result of a single prompt. It has been played, broken, rebalanced and rebuilt through many rounds of internal playtests, and most of what you see has been redone several times before it stayed. No generative AI runs while you play. Nothing is generated on your machine or sent online, and the game works fully offline.
Some artwork and visual assets were created with generative AI. AI assisted with localized text. The promotional trailer includes AI-generated music. Assets were selected and edited during development. The app does not generate AI content or connect to AI services while running.
Chronicles Unwritten uses pre-generated AI-assisted card artwork, promotional artwork, music, and promotional video. These assets were created using ChatGPT, Suno, and Grok and selected by the development team. No AI content is generated during gameplay.
Some part of game logic and code wa generated with the help of AI tools. Localization was done via LLM-backed services.
Deslot Legends was made by a small independent studio with the help of AI coding tools. Code and tools: An AI coding assistant (Claude) was used to help write the game's code and in-house tooling. A human designed, reviewed, tested and approved all of it. Translations: The non-English text (Italian, German, French, Russian, Brazilian Portuguese and Spanish) was translated with AI help. Art and audio: The 3D models, textures, key art and screenshots were built by hand, made procedurally by our own tools, or rendered in the game engine. No image-generation models were used. The sound effects are synthesized by the game's own code. The main theme and background music tracks were created with AI music-generation tools. No live AI: The game doesn't generate content with AI while you play. All text, art, audio and opponent behavior are fixed, hand-built systems.
Some 3d Models used in the game were generated using ai tools
AI Text to speech voice over Generative AI 2D Interface elements
Generative AI was used to assist in creating some in-game artwork, UI icons, and promotional visual assets.
Generative AI tools were used as part of the development of NO SUNRISE to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
Generative AI was used to assist in the creation of visual assets. These assets were generated during development and are included as pre-generated content. No generative AI is used during gameplay.
Generative AI assisted in selected fictional asset images, store artwork and trailer shots, selected and edited by the developer. During play, AI generates some character backgrounds, NPC dialogue, document prose and life records, plus optional archive-review video, speech and ambient sound requested by the player. Game rules, not generated prose, control economic outcomes. AI interactions require internet access. Early Access is planned to offer official credits and optional BYOK. Allowances and prices will be announced before sale. BYOK is billed by the chosen provider; optional video may cost extra.
This game was developed with AI assistance (Anthropic's Claude): the gameplay code, the code-drawn artwork and synthesized sound, the in-game text and the seven non-English localizations were AI-generated under human direction and review, as were the store artwork and the trailer music. The game does not use generative AI at runtime.
[Pre-generated content]- The character art of "Tsumugi" and "Hiyori" (standing pictures, outfits and facial expression parts) was created with image-generation AI, then selected, edited and split into parts by the developer.- The characters' idle and conversation gestures were created from the character art with video-generation AI, then selected and edited by the developer.- Some UI elements (such as the paper texture of the speech bubble) and some store images were created with image-generation AI and edited by the developer.- The characters' prepared lines, short stories, quizzes, fortune-telling and "which do you like?" texts were drafted with text-generation AI, then reviewed, selected and edited by the developer.- The characters' voices use AI speech-synthesis models ("Mao" and "Kohaku" for AivisSpeech, Aivis Common Model License 1.0).[Content generated during gameplay]- The characters' replies (an OpenAI large language model, used through the developer's server)- The characters' voices (AI speech synthesis running locally on the user's PC)- Transcription of the user's voice (speech-recognition AI)- The characters' diary entries and summaries of what they remember from conversations- Only if the user opts in: comments on screenshots of the user's screen (off by default)To prevent inappropriate content, the character prompt instructs the AI not to engage with sensitive topics, every sentence is checked against a blocked-word list before it is spoken, and user messages are checked with the OpenAI Moderation API. Screenshots are never saved and are not taken while password managers, banking or login screens are in the foreground.
The game does not generate code during gameplay. All game code is developed and compiled before release. Players cannot generate or execute AI-generated code through the game.
The soundtrack was created with an AI music tool (Suno), then selected and edited by the developer. Parts of the in-game text and the English translation were drafted with an AI language model and reviewed by the developer, and the game was developed with the help of AI coding tools. The 3D models come from human artists; some variations, effects and the logo were made with AI assistance. Nothing is generated by AI while you play.
AI tools were used during early development for concept sketching, code refactoring, and sound design assistance. All final in-game visual assets, 3D models, textures, and music tracks were heavily refined, hand-crafted, and finalized by the developer.
Parts of the in-game text (the field journal entries and the story of the salmon's life) and of the store page text were drafted with the help of an AI assistant, then reviewed and edited by the developer. All 3D animals come from real scans and models by credited artists; the sounds and music are generated by the game's own code. Nothing is generated by AI while you play.
Generative AI tools were used during development to create creature and environment artwork, instrumental music and creature sound effects. These assets are pre-generated and included in the game. The game does not generate AI content or connect to AI services during gameplay.
AI was used to assist in generating 3D models, code, music, and images.
AI tools were used as assistance for parts of the in-game text (proofreading, interface text and the German/English translation). Some artwork in the game, it is placeholder art and will be replaced with final artwork over time.
Generative AI tools were used during development for some 3D models (statues and a creature base model), the voices of instructors and the sergeant major, the song in the CPR minigame, and the game icon (the cap illustration). No content is generated by AI while the game is running.
Pre-generated: Simplified Chinese text in the game and on the store page (interface, creature descriptions and store text) was written or translated with the help of AI tools. No content is generated by AI while the game is running.
Generative AI was used to create and edit some static visual artwork, including game and studio logos and promotional artwork. These assets were reviewed and integrated during development. No content is generated by AI during gameplay.
AI tools assisted with development of procedurally generated game content, including certain pixel-art sprites and sounds. All content was reviewed and edited by the developer. The game does not use AI to generate content at runtime.
Some in-game textures (the factory floor and machine housings) and the store and marketing artwork were created with generative AI tools. In-game text and the store page translations were prepared with the help of AI tools. Music and sound effects are licensed, not AI-generated. Nothing is generated by AI while you play: every number and machine result is calculated locally by the game.
Such a Mess! is a very small indie game created with a very limited budget. To make the game accessible to as many players as possible, we've used AI-assisted translations rather than limiting the game to just one language. We believe everyone deserves to enjoy games in their own language, regardless of a studio's size or resources. Some translations may not be perfect, so we truly appreciate your understanding and welcome any feedback to help us improve them. Thank you for supporting very small indie developers! ❤️
Some artwork in the game was created with the assistance of generative AI.
Some content in the game was created with generative AI tools inside the Unity Editor: the 3D models of the people (the gardener, the fishmonger and the dock worker), which were made from AI-generated reference images and then rigged and animated by the developer, plus some of the sound effects and the background music. The cats and dogs are hand-made models bought from the Unity Asset Store, not AI-generated. All level design, gameplay and code direction are by the developer. The game does not generate any AI content while you play.
The player characters (the toy soldiers) were created as 3D models with the help of an AI tool and then reworked in Blender. The translations of the game texts into all languages other than English and German were made with the help of AI. No AI content is generated while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Totally Invited: Party Heist Simulator Store/marketing art | Generative AI was used to create some of the promotional images displayed on the game's Steam store page. | ThunderRQN Games | - | Oct 16, 2026 | |
Zaz Tower In-game content artaudiotext | Pre-generated PixelLab art and Suno music. AI assisted the store text and translation. No AI generation or external AI service during gameplay. | STREAM ON | - | Oct 16, 2026 | |
Station Keeper In-game content artaudiotextcode | This game was created by a single indie developer over months of planning, designing, and passionate development. However, multiple AI models were used in the creation of this game in the form of: 3D Models, Graphics, Music, Dialogue, and AI-assisted coding.
This game is NOT a one-shot AI built game. Rather, AI has been used as a tool to bring the game to life along with countless hours of intentional and passionate development. | Kuiperline Games | - | Oct 16, 2026 | |
Rimfarers In-game content artaudiotext | Some images (portraits, quest illustrations, ships, planets, backgrounds), the sound effects and music, and parts of the game text (quest scripts, descriptions and translations) were created with the help of generative AI tools, then selected, edited and integrated into the game by the developer. No generative AI runs during gameplay. | Khinkali Games | - | Oct 16, 2026 | |
勇者喵傳說 In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools, including certain battle scenes and talent icons. These assets were reviewed, adjusted, and integrated into the game by the developer. | DNAXCAT CO., LTD. | - | Oct 16, 2026 | |
Kaapstede Dev only code | AI Coding Tools were used | Tencubed Games | - | Oct 16, 2026 | |
Unbound In-game content text | Language translation. | ZealotMedia | - | Oct 16, 2026 | |
Tiny Planet Airship Captain In-game content artaudiotextcode | I'm a solo developer. The idea, the design, the gameplay, the visual style, the balancing and the playtesting are mine. I wrote the code with an AI coding assistant, step by step from my own written design.
Some of what you see and hear is drawn by that code, not by hand: the planet, the airship, the engine sound, the icons, the badges and the shaders. I specified each of them and tuned them until they looked and sounded right. The store page artwork was made the same way, by the coding assistant following my layouts and style choices.
The Japanese and Portuguese translations in the game were drafted with AI, but they are currently re-phrased by native-speaking proof-readers and will be replaced soon.
No image, music or voice generator was used. The music, the recorded sound effects and the 3D models were made by human artists, are used under licence and are credited in the game.
Nothing is generated by AI while you play. The game contains no AI model and needs no internet connection. | Dysnaut | - | Oct 16, 2026 | |
Iron Reactor Store/marketing art | No AI-generated content is used in gameplay. Generative AI was used only for Steam store images. | Iron Curtain Interactive | - | Oct 16, 2026 | |
Ouka Exorcists: Night Parade In-game content artaudiotext | Generative AI tools were used during the development of this game to assist in creating certain visual, audio, and text assets, including character illustrations, backgrounds, enemy designs, item icons, character animations, background music, story content, and localization.
All AI-assisted content was reviewed, refined, and integrated by the developer before being included in the game.
This game does not use live generative AI during gameplay. | 550 Atelier | - | Oct 16, 2026 | |
LITTLE KNIGHT: HOMECOMING audiotextcode | This game was developed with generative AI tools under the direction
of a human developer. Artwork (characters, monsters, backgrounds and
UI), music and sound effects, story text, translations, program code
and store page materials were generated with AI. The developer
directed the design and repeatedly reviewed and revised the artwork
and other content until it matched the intended result. No content is
generated by AI while the game is running. | NURIWORKS | - | Oct 16, 2026 | |
P.A.L.S: Lost at Sea In-game content art | Some 3D models (characters, sea creatures and ships) were generated with AI tools and then edited, retopologized and textured by our team. Parts of the store page text were drafted with AI assistance and reviewed by the developer. The game does not generate any AI content live during gameplay. | Chuongcc | - | Oct 16, 2026 | |
1000-Year Mortgage In-game content arttext | Generative AI tools were used during development to assist with pre-generated visual assets and localization, including artwork used in the game and on the store page. All included content was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay. | DISARESP STUDIO | - | Oct 16, 2026 | |
EatBigger In-game content art | Only a very small number of 3D models were generated using AI, with the vast majority created by humans; we have confirmed that this will not impact the overall art style. | LiminalEdge | - | Oct 16, 2026 | |
Duck Clicker In-game content arttext | game art and translations | Games Made Quick | - | Oct 16, 2026 | |
Last Light In-game content art | Game Covers are made with AI, backgrounds in game made with AI. | Weber | - | Oct 16, 2026 | |
ColdCall: Sales Champion In-game content text | No AI-generated content goes into the game as-is; translations are AI-assisted. | Team Mingo | - | Oct 16, 2026 | |
CYBER ORBADIER BULBUS MACHINA Dev only code | All of the code for this game was written by AI based on my instructions. However, no content is generated by AI while the game is running. | Joni Panda | - | Oct 16, 2026 | |
SILO 7 Dev only codetext | The game itself was designed and developed by a human developer. Generative AI was used only to assist with bug fixing, code refactoring, technical documentation, and the refinement of marketing copy. All AI-assisted changes were reviewed, tested, and approved under human supervision. | Itamde | - | Oct 16, 2026 | |
Doodlefolk Dev only | Some content included with Doodlefolk was created using generative AI tools during development. | BinaryForge | - | Oct 16, 2026 | |
仙山有闲人 In-game content artaudiocode | This game was primarily created by the development team. AI tools were used to assist with certain aspects of programming and visual design, while AI-generated content was mainly used in video production and the creation of sound effects and music. | JINN | - | Oct 16, 2026 | |
Tinymon Tactics In-game content artcode | Tinymon Tactics is made by a team of two. Development began before we used any AI tools; they joined later as assistants, and we want to be upfront about where.
Artwork: AI image generation assisted with the game's illustrations (backgrounds, islands, the camp, items and Tinymon sprites). Every image was then selected, edited, cut out, animated and assembled by hand to fit one consistent style.
Code: AI coding assistants helped write and review parts of the game's code, on top of a codebase we had already built ourselves.
What is ours: the game design, the rules, every Tinymon's concept, skills and numbers, the synergies, the relics, the balance, code architecture and many more.
This game is not the result of a single prompt. It has been played, broken, rebalanced and rebuilt through many rounds of internal playtests, and most of what you see has been redone several times before it stayed.
No generative AI runs while you play. Nothing is generated on your machine or sent online, and the game works fully offline. | Triple Expand Studio | - | Oct 16, 2026 | |
Stream Hearts In-game content arttextaudio | Some artwork and visual assets were created with generative AI. AI assisted with localized text. The promotional trailer includes AI-generated music. Assets were selected and edited during development. The app does not generate AI content or connect to AI services while running. | Stream Hearts | - | Oct 16, 2026 | |
Chronicles Unwritten In-game content artaudio | Chronicles Unwritten uses pre-generated AI-assisted card artwork, promotional artwork, music, and promotional video. These assets were created using ChatGPT, Suno, and Grok and selected by the development team. No AI content is generated during gameplay. | Synthetic Interactive | - | Oct 16, 2026 | |
BombCase In-game content codetext | Some part of game logic and code wa generated with the help of AI tools.
Localization was done via LLM-backed services. | Tommy Gun Walrus | - | Oct 16, 2026 | |
Deslot Legends In-game content codetextaudioart | Deslot Legends was made by a small independent studio with the help of AI coding tools.
Code and tools: An AI coding assistant (Claude) was used to help write the game's code and in-house tooling. A human designed, reviewed, tested and approved all of it.
Translations: The non-English text (Italian, German, French, Russian, Brazilian Portuguese and Spanish) was translated with AI help.
Art and audio: The 3D models, textures, key art and screenshots were built by hand, made procedurally by our own tools, or rendered in the game engine. No image-generation models were used. The sound effects are synthesized by the game's own code. The main theme and background music tracks were created with AI music-generation tools.
No live AI: The game doesn't generate content with AI while you play. All text, art, audio and opponent behavior are fixed, hand-built systems. | Elseway Studios | - | Oct 16, 2026 | |
Shav : The Night Watch In-game content art | Some 3d Models used in the game were generated using ai tools | Ravik_Games | - | Oct 16, 2026 | |
Chess War In-game content audioart | AI Text to speech voice over
Generative AI 2D Interface elements | appi | - | Oct 16, 2026 | |
戎机 (Afar To War) In-game content art | Generative AI was used to assist in creating some in-game artwork, UI icons, and promotional visual assets. | L&S Studio | - | Oct 16, 2026 | |
NO SUNRISE In-game content artaudio | Generative AI tools were used as part of the development of NO SUNRISE to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process. | Night Haven Interactive | - | Oct 16, 2026 | |
My Little Garden In-game content art | Generative AI was used to assist in the creation of visual assets. These assets were generated during development and are included as pre-generated content. No generative AI is used during gameplay. | AlexMakingGames | - | Oct 16, 2026 | |
人生档案:千禧 Live AI arttextaudio | Generative AI assisted in selected fictional asset images, store artwork and trailer shots, selected and edited by the developer. During play, AI generates some character backgrounds, NPC dialogue, document prose and life records, plus optional archive-review video, speech and ambient sound requested by the player. Game rules, not generated prose, control economic outcomes.
AI interactions require internet access. Early Access is planned to offer official credits and optional BYOK. Allowances and prices will be announced before sale. BYOK is billed by the chosen provider; optional video may cost extra. | Muyan Labs | - | Oct 16, 2026 | |
Chaos Soccer In-game content artaudiotextcode | This game was developed with AI assistance (Anthropic's Claude): the gameplay code, the code-drawn artwork and synthesized sound, the in-game text and the seven non-English localizations were AI-generated under human direction and review, as were the store artwork and the trailer music. The game does not use generative AI at runtime. | Amazing Scenes | - | Oct 16, 2026 | |
デスクトップフレンズ Live AI arttextaudio | [Pre-generated content]- The character art of "Tsumugi" and "Hiyori" (standing pictures, outfits and facial expression parts) was created with image-generation AI, then selected, edited and split into parts by the developer.- The characters' idle and conversation gestures were created from the character art with video-generation AI, then selected and edited by the developer.- Some UI elements (such as the paper texture of the speech bubble) and some store images were created with image-generation AI and edited by the developer.- The characters' prepared lines, short stories, quizzes, fortune-telling and "which do you like?" texts were drafted with text-generation AI, then reviewed, selected and edited by the developer.- The characters' voices use AI speech-synthesis models ("Mao" and "Kohaku" for AivisSpeech, Aivis Common Model License 1.0).[Content generated during gameplay]- The characters' replies (an OpenAI large language model, used through the developer's server)- The characters' voices (AI speech synthesis running locally on the user's PC)- Transcription of the user's voice (speech-recognition AI)- The characters' diary entries and summaries of what they remember from conversations- Only if the user opts in: comments on screenshots of the user's screen (off by default)To prevent inappropriate content, the character prompt instructs the AI not to engage with sensitive topics, every sentence is checked against a blocked-word list before it is spoken, and user messages are checked with the OpenAI Moderation API. Screenshots are never saved and are not taken while password managers, banking or login screens are in the foreground. | nonbirinon223 | - | Oct 16, 2026 | |
Endless Three Kingdoms Dev only code | The game does not generate code during gameplay. All game code is developed and compiled before release. Players cannot generate or execute AI-generated code through the game. | piedPiperStudio | - | Oct 16, 2026 | |
Alandys In-game content audiotextart | The soundtrack was created with an AI music tool (Suno), then selected and edited by the developer. Parts of the in-game text and the English translation were drafted with an AI language model and reviewed by the developer, and the game was developed with the help of AI coding tools. The 3D models come from human artists; some variations, effects and the logo were made with AI assistance. Nothing is generated by AI while you play. | FakePika | - | Oct 16, 2026 | |
1999 Lockdown Unit Dev only artaudiocode | AI tools were used during early development for concept sketching, code refactoring, and sound design assistance. All final in-game visual assets, 3D models, textures, and music tracks were heavily refined, hand-crafted, and finalized by the developer. | quan home | - | Oct 16, 2026 | |
Omega 3 In-game content text | Parts of the in-game text (the field journal entries and the story of the salmon's life) and of the store page text were drafted with the help of an AI assistant, then reviewed and edited by the developer. All 3D animals come from real scans and models by credited artists; the sounds and music are generated by the game's own code. Nothing is generated by AI while you play. | DRACONERO | - | Oct 16, 2026 | |
BIGGER BEASTS! In-game content artaudio | Generative AI tools were used during development to create creature and environment artwork, instrumental music and creature sound effects. These assets are pre-generated and included in the game. The game does not generate AI content or connect to AI services during gameplay. | STREAM ON | - | Oct 16, 2026 | |
Frontier Factory In-game content artaudiocode | AI was used to assist in generating 3D models, code, music, and images. | GU GAMES | - | Oct 16, 2026 | |
Magic Pieces In-game content textart | AI tools were used as assistance for parts of the in-game text (proofreading, interface text and the German/English translation).
Some artwork in the game, it is placeholder art and will be replaced with final artwork over time. | Einbrecherkatze | - | Oct 16, 2026 | |
ROK Reserve Force In-game content artaudio | Generative AI tools were used during development for some 3D models (statues and a creature base model), the voices of instructors and the sergeant major, the song in the CPR minigame, and the game icon (the cap illustration). No content is generated by AI while the game is running. | Round4 Games | - | Oct 16, 2026 | |
Miskatonic University Art Club In-game content text | Pre-generated: Simplified Chinese text in the game and on the store page (interface, creature descriptions and store text) was written or translated with the help of AI tools. No content is generated by AI while the game is running. | ASOBIBAKUROUSAGI LLC | - | Oct 16, 2026 | |
Mallet Mayhem '84 Store/marketing art | Generative AI was used to create and edit some static visual artwork, including game and studio logos and promotional artwork. These assets were reviewed and integrated during development. No content is generated by AI during gameplay. | Deft Menace Games | - | Oct 16, 2026 | |
Old School Baseball In-game content artaudio | AI tools assisted with development of procedurally generated game content, including certain pixel-art sprites and sounds. All content was reviewed and edited by the developer. The game does not use AI to generate content at runtime. | JBSIMWORKS | - | Oct 16, 2026 | |
Sum & Steel In-game content arttext | Some in-game textures (the factory floor and machine housings) and the store and marketing artwork were created with generative AI tools. In-game text and the store page translations were prepared with the help of AI tools. Music and sound effects are licensed, not AI-generated. Nothing is generated by AI while you play: every number and machine result is calculated locally by the game. | Tilewise | - | Oct 16, 2026 | |
Such a Mess ! In-game content text | Such a Mess! is a very small indie game created with a very limited budget. To make the game accessible to as many players as possible, we've used AI-assisted translations rather than limiting the game to just one language.
We believe everyone deserves to enjoy games in their own language, regardless of a studio's size or resources. Some translations may not be perfect, so we truly appreciate your understanding and welcome any feedback to help us improve them.
Thank you for supporting very small indie developers! ❤️ | Desarius Games | - | Oct 16, 2026 | |
World Rock Scissors Paper In-game content art | Some artwork in the game was created with the assistance of generative AI. | 456012 | - | Oct 16, 2026 | |
CatMischief In-game content artaudio | Some content in the game was created with generative AI tools inside the Unity Editor: the 3D models of the people (the gardener, the fishmonger and the dock worker), which were made from AI-generated reference images and then rigged and animated by the developer, plus some of the sound effects and the background music. The cats and dogs are hand-made models bought from the Unity Asset Store, not AI-generated. All level design, gameplay and code direction are by the developer. The game does not generate any AI content while you play. | groundhogheist | - | Oct 16, 2026 | |
Minesweeper: Find All the Bombs in the Minefield In-game content arttext | The player characters (the toy soldiers) were created as 3D models with the help of an AI tool and then reworked in Blender. The translations of the game texts into all languages other than English and German were made with the help of AI. No AI content is generated while you play. | Confetti Games Studio | - | Oct 16, 2026 |