This game utilizes AI generated textures.
- Creator
- Duel Gaming
- Reviews
- -
- Added
- Aug 19, 2026
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This game utilizes AI generated textures.
This game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime.
Some pre-rendered artwork and marketing assets were created with generative AI tools and then reviewed and edited by the developer before inclusion. The game does not generate new content during gameplay.
Some of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team.
The images in this game and the promotional images on the store page are generated using AI.
Marketing and Development Assistant
Some of the artwork in this game — including bumper, ball, table and mark sprites — was created with AI-assisted pixel art tools and then reviewed, edited and assembled by hand. The world and boss music comes from licensed artists who state that they work with AI assistance; the sound effects are not AI-generated. Parts of the source code were written with AI assistance. No content is generated by AI while playing.
The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime.
AI is used to enhance and upscale some images.
Generative AI tools were used during development to create some pre-generated 2D concept art and visual assets that appear in the game and its marketing materials. These assets were selected, edited, integrated, and reviewed by the development team. The game does not generate AI content while it is running.
AI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements.
AI was used to generate some icons and background images, and to create in-between frames for some character animations.
Generative AI is used in this game for localization. Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language.
Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer. The game does not generate any AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with programming and to create or refine portions of the game’s artwork, visual assets, sound effects, and other audio. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content or connect to external AI services during gameplay.
Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer. We intend to use AI to help for translating and localizing the game.
Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time.
营销材料部分用AI生成
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and development materials. All AI-assisted content is reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
AI tools were used to create some of the game's artwork, UI elements, backgrounds, music and sound effects. Visual effects generally combine or modify multiple generated assets, while sound effects are edited and layered from multiple generated sounds. Some generated artwork, including backgrounds and UI elements, is used largely as originally created. No AI content is generated during gameplay.
Pixel art, sound and music via AI tools, curated by the developer. No AI is present during gameplay.
Some of the capsule artwork on this store page was created with the help of AI tools. No AI-generated content is used in the game's in-game art, code, audio or text.
During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization. All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input.
All music is human-made. AI was used for art, sound effects, and programming.
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text localization into non-English languages is AI-assisted and reviewed by the developer. A planned voice for one character will use AI speech generation. All game design, level design, code, gameplay systems, and the English text are human-made.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Generative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer.
Generative AI tools were used to assist in creating initial visual assets (such as background textures and UI elements). All generated assets have been manually edited, refined, and integrated into the game by the developer.
Pre-generated AI-assisted content is used in some 2D artwork, including unit sprites, character portraits, card illustrations, battlefield backgrounds, visual effects, UI decorative elements, and store and marketing artwork. AI assistance was also used for portions of in-game text and English/Japanese localization. All such content is generated before release and curated and edited by the developer. The game does not generate content during gameplay and does not connect to a generative AI service at runtime.
Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
We use a translation AI tool to allow us to help more players play this game comfortably
All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game.
We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch.
The cards used to change up each run have back ground images that were produced by AI.
Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress.
Player portrait images were created with the assistance of generative AI tools during development.
The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay.
Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work. The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools. We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer.
This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI.
Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running.
Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images. All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game). Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer. The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer. The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
AI was used to assist with the translation of the game's text into multiple languages.
All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play.
Used for music
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pew Pew TD In-game content art | This game utilizes AI generated textures. | Duel Gaming | - | Aug 19, 2026 | |
Pool Shark In-game content artaudiotext | This game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime. | Motivation Stack LLC | - | Aug 19, 2026 | |
Davy bones Store/marketing art | Some pre-rendered artwork and marketing assets were created with generative AI tools and then reviewed and edited by the developer before inclusion. The game does not generate new content during gameplay. | Yona games | - | Aug 19, 2026 | |
Encore In-game content text | Some of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team. | Moon Shadow Studio | - | Aug 19, 2026 | |
仙路漫漫 In-game content art | The images in this game and the promotional images on the store page are generated using AI. | Fengshi Games | - | Aug 19, 2026 | |
Buzzopolis: Hive Incremental Unclear | Marketing and Development Assistant | Uberbax Gaming | - | Aug 18, 2026 | |
Endless Bounce In-game content artaudiocode | Some of the artwork in this game — including bumper, ball, table and mark sprites — was created with AI-assisted pixel art tools and then reviewed, edited and assembled by hand. The world and boss music comes from licensed artists who state that they work with AI assistance; the sound effects are not AI-generated. Parts of the source code were written with AI assistance. No content is generated by AI while playing. | TB Pixelworks | - | Aug 17, 2026 | |
Starhand In-game content artaudiotext | The visual art, music, sound effects, pilot voice lines and written text in Starhand were created using generative AI tools — Recraft for illustration, Suno for music, and ElevenLabs for voice and sound effects — and were then selected, edited and assembled by the developer. All of it is generated ahead of time and ships as fixed assets: the game does not generate any content while you play, and it does not connect to any AI service at runtime. | Christopher Hinckley | - | Aug 17, 2026 | |
Dragon Era: Rogue Slots In-game content art | AI is used to enhance and upscale some images. | Playmage | - | Aug 17, 2026 | |
Starwood: Lantern In-game content art | Generative AI tools were used during development to create some pre-generated 2D concept art and visual assets that appear in the game and its marketing materials. These assets were selected, edited, integrated, and reviewed by the development team. The game does not generate AI content while it is running. | Coronal Magic | - | Aug 17, 2026 | |
What Iron Cannot Hold In-game content art | AI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements. | Chris Woodward | - | Aug 17, 2026 | |
幻想棋局 In-game content art | AI was used to generate some icons and background images, and to create in-between frames for some character animations. | fusion labs | - | Aug 17, 2026 | |
Path of Broken Builds In-game content text | Generative AI is used in this game for localization.
Text plays a supporting role here: the game has no story, dialogue or voice acting. Its text is limited to interface labels, node names and short stat descriptions, while the gameplay itself runs on numbers and visual language. | SadCrawler | - | Aug 17, 2026 | |
北湾协议 In-game content codetextaudio | Generative AI tools were used during development to assist with portions of code writing and debugging, text drafting and editing, English localization, and the creation of some music assets. All related content was manually reviewed, revised, curated, and approved by the developer.
The game does not generate any AI content during gameplay and does not connect to external AI services. | Benresty | - | Aug 17, 2026 | |
FOIL QUEST: a TCG:RPG In-game content artaudiocode | Generative AI tools were used during development to assist with programming and to create or refine portions of the game’s artwork, visual assets, sound effects, and other audio. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content or connect to external AI services during gameplay. | House of Tactics LLC | - | Aug 17, 2026 | |
Interlude In-game content arttext | Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer.
We intend to use AI to help for translating and localizing the game. | Interlude | - | Aug 17, 2026 | |
10 More Minutes In-game content art | Generative AI tools were used to assist in creating a limited number of 2D images included in the game and certain store-page graphical assets. All AI-assisted images were subsequently manually edited, corrected, and finalized by the developer. Other assets were created by the developer or obtained from appropriately licensed or free-to-use sources. The game does not use generative AI in real time. | Glitch Mode | - | Aug 17, 2026 | |
荒野调查队 Store/marketing art | 营销材料部分用AI生成 | 无限工作室 | - | Aug 16, 2026 | |
Epochlings In-game content art | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and development materials. All AI-assisted content is reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | ShoninyasTube | - | Aug 16, 2026 | |
Genome Fracture In-game content artaudio | AI tools were used to create some of the game's artwork, UI elements, backgrounds, music and sound effects. Visual effects generally combine or modify multiple generated assets, while sound effects are edited and layered from multiple generated sounds. Some generated artwork, including backgrounds and UI elements, is used largely as originally created. No AI content is generated during gameplay. | Rising Ash Studios | - | Aug 16, 2026 | |
Journey TD In-game content artaudio | Pixel art, sound and music via AI tools, curated by the developer.
No AI is present during gameplay. | Christian Forner | - | Aug 16, 2026 | |
Wall of Symbols Store/marketing art | Some of the capsule artwork on this store page was created with the help of AI tools. No AI-generated content is used in the game's in-game art, code, audio or text. | Canis Majoris | - | Aug 16, 2026 | |
Memento Resonance In-game content artaudiotext | During development, OpenAI image generation tools were used to create portions of the game's 2D artwork, including characters, monsters, backgrounds, UI elements, and icons. Suno was used to create portions of the background music, and ElevenLabs was used to create portions of the sound effects. Generative AI was also used as a drafting and editing aid for some in-game writing and localization.
All generated material was selected, edited, processed, and reviewed by the developer before inclusion in the game. The game does not connect to generative AI services at runtime and does not generate content from player input. | Lipcat Games | - | Aug 16, 2026 | |
Rogue Space Convoy In-game content artaudio | All music is human-made.
AI was used for art, sound effects, and programming. | Delti LLC | - | Aug 16, 2026 | |
IJIN: History Survivors In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization. | SF Create | - | Aug 16, 2026 | |
One More Volley In-game content arttextaudio | Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made. | Odyssey Orbit Studio | - | Aug 16, 2026 | |
Dustium In-game content audioart | Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration. | TeamAnchor | - | Aug 16, 2026 | |
Colosseum Infection In-game content art | Generative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer. | 4DallorPlus | - | Aug 16, 2026 | |
Across the Dark In-game content art | Generative AI tools were used to assist in creating initial visual assets (such as background textures and UI elements). All generated assets have been manually edited, refined, and integrated into the game by the developer. | Dayeong Song | - | Aug 16, 2026 | |
WHEN ARMIES WAVER In-game content arttext | Pre-generated AI-assisted content is used in some 2D artwork, including unit sprites, character portraits, card illustrations, battlefield backgrounds, visual effects, UI decorative elements, and store and marketing artwork. AI assistance was also used for portions of in-game text and English/Japanese localization. All such content is generated before release and curated and edited by the developer. The game does not generate content during gameplay and does not connect to a generative AI service at runtime. | LDMV Works | - | Aug 16, 2026 | |
GemSlasher In-game content artaudiotext | Generative AI tools were used during development for visual assets, 3D models, audio, and localization. Final assets were selected and integrated by the developer. Generative AI was also used to assist with translations. No AI content is generated during gameplay. | UneGames | - | Aug 16, 2026 | |
Vibin' & Survivin' In-game content artaudiocode | As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay! | GoudaGames | - | Aug 16, 2026 | |
LOOPFANG In-game content text | We use a translation AI tool to allow us to help more players play this game comfortably | MnD | - | Aug 16, 2026 | |
Checkmate Rush In-game content textaudio | All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game. | Opal Labs | - | Aug 16, 2026 | |
Hazardous Employment Dev only art | We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch. | Hazardmere Games | - | Aug 16, 2026 | |
Astro Fighters 3 | The cards used to change up each run have back ground images that were produced by AI. | Paul Connor | - | Aug 16, 2026 | |
It’s Just 45 Seconds In-game content text | Generative AI was used to assist with the localization of the game's text into multiple languages. The Portuguese and English localizations were reviewed by the developer, while the Japanese localization received partial human review. Other supported languages were translated with AI assistance and have not yet received full human review, or their review is still in progress. | AA Games | - | Aug 15, 2026 | |
Offside Deal: Football At Any Cost In-game content art | Player portrait images were created with the assistance of generative AI tools during development. | Vibekontroll Gaming | - | Aug 15, 2026 | |
Cardrooms In-game content art | The game's character artwork was created with the assistance of generative AI. Generative AI is not used to generate content during gameplay. | DriftVale | - | Aug 14, 2026 | |
Gnomekeeper In-game content art | Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work. | Omrune | - | Aug 14, 2026 | |
Petrivore In-game content arttext | Petrivore uses AI-assisted tools in parts of its development: some icons and steam assets were made with AI image generation, the in-game text and steam page was translated with AI translation tools. All of it was reviewed and edited by the developer. | Tiny Badger | - | Aug 14, 2026 | |
Morgierra: Survivor In-game content art | This work of love was made with the best tools and talent I could get my hands on. That includes commercially available AI tools, because what idiot wouldn't use the best tools at their disposal? Some of the sprite art, the key art, and the score were made with AI under my direction and finished by hand. Play the game. If it sucks, that's because I'm a lousy manager, not because some of the tools were AI. | TS Games | - | Aug 14, 2026 | |
STARSHRED In-game content audio | Generative AI was used to assist in the creation of a small number of pre-generated sound effects. All AI-assisted audio was reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | NEYSEGAMES | - | Aug 14, 2026 | |
The Last Color Dev only artcode | The Last Color was created with the assistance of AI-powered software in several areas of production, including technical development, early-stage ideation, visual experimentation, and selected artwork. These tools were used only as part of the development process. All content available to players is pre-made, and no artificial intelligence is used to create or modify content while the game is running. | Devmode | - | Aug 14, 2026 | |
HORDELIGHT In-game content artaudio | Some visual assets were created with the assistance of generative AI tools and then curated and edited by the developer: story illustrations, character portraits, key art / capsule backgrounds, and a small number of decorative item images.
All gameplay sprites, animations, environments, music and sound effects are human-made assets used under CC0 / open licenses (credited in-game).
Voice-over lines (English and Turkish) were generated with ElevenLabs text-to-speech under a commercial license, from scripts written by the developer.
The game does not generate any content with AI at runtime. The developer has reviewed all AI-assisted content to ensure it is not illegal or infringing. | AGAMED GAMES | - | Aug 14, 2026 | |
CydonMan In-game content artaudiotext | Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay. | YesNine | - | Aug 14, 2026 | |
Mosslight Meadow In-game content artaudiotextcode | Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation. | Lanternleaf Games | - | Aug 14, 2026 | |
FireEgg Blast In-game content text | AI was used to assist with the translation of the game's text into multiple languages. | larvava | - | Aug 14, 2026 | |
Arcanum Solitarius In-game content artaudiotext | All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play. | Arcanica Games | - | Aug 14, 2026 | |
WaveBorn In-game content audio | Used for music | Sedge Games | - | Aug 14, 2026 |