Some game assets were partially created using AI.
- Creator
- DreamDart
- Reviews
- -
- Added
- May 23, 2026
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Some game assets were partially created using AI.
This game includes pre-generated AI-assisted assets created during development, including selected background music and some visual art assets. All AI-assisted content was reviewed, curated, and edited by the developer before inclusion in the game. The game does not use live generative AI during gameplay.
Some visual, audio, and creative assets used during development were created or assisted with generative AI tools. All content was reviewed, edited, and integrated into the final game experience by the developer.
A note on AI-generated content Tilting is a solo project. The code, design, gameplay systems, AI opponents, game logic, and writing are entirely my own. The visual and audio content is not. Virtually all of it originated in generative AI tools. Specifically, AI was used for: store-page artwork (capsules, library art, hero), in-game art (character portraits, card art, venue art, UI elements), achievement icons, music, and sound effects. My role on the non-code side was overwhelmingly that of a curator — prompting, regenerating, and iterating across different AI tools until the output fit the game's identity. I draw enough to make minor tweaks here and there on individual visual pieces; for the music it was mostly tool-shopping until something landed right. But the volume of art and audio this game ships with is far beyond what I could produce or commission as a solo developer, and the bulk of every non-code asset originated in AI.
Some artwork and visual assets in Crowned, including card illustrations and background graphics, were created with the assistance of generative AI tools. All content was reviewed, curated and integrated by the developer.
AI was used to create individual parts of the Steam graphics and then blended together in GIMP.
Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Programs, localization, and some posters.
uses midjourney for the pictures used on cards and the pictures for each cat. claude for code assistance or guidance.
In this work, we used AI tools to create some of the artwork and music, and to assist in translating text into multiple languages.
This game used generative AI tools to assist in the creation of certain visual and written content during development.
This games uses generative artificial intelligence to create graphics and code.
AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction. All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction. AI was used as a tool to support development—not as a replacement for it.
Part of the assets are AI-generated.
This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project.
Some store page and in-game artwork (joker icons and event background scenes) were created using AI image generation tools. All AI-generated content is reviewed and curated by the developer. Game mechanics, story text, code, character animations and audio are not AI-generated.
Some image may edit with ai.
Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer.
Some of game art and music is basically IA generated and them modified by designers to match some quality standards
Some visual assets may be created or enhanced using AI tools. AI is used as a supporting tool in the content creation process.
Partial scenes and character art generated by AI.
I used AI to generate some pictures and sfx sounds.
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement. AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer. Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
在角色和场景细化、物品图标绘制以及音乐创作等环节,我们运用了 AI 技术。但我们在此基础上,还进行了人工的二次加工,并非直接采用了 AI 生成的素材。 此外,游戏中除上述提及的内容外,其余部分均为人工创作,未使用 AI 制作 。
The game uses AI to generate image and audio resources, thereby providing a rich array of playable content.
AI tools were used as a support during development. - Assistance with coding and English localization - Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted All final content was reviewed and edited by the developer.
We use AI to generate placeholder text during development, especially in this early phase that we are in.
It contains some images generated by AI.
AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming.
Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality.
We used AI to help make the store page artwork, some of the in game items, and some of the capybaras.
Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience.
AI tools were used to assist in creating certain promotional/store assets such as capsule images and marketing artwork. No AI-generated content is included in gameplay, game assets, or user interactions.
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Images on the playing cards and translations into multiple languages.
Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists.
Part of the art was assisted by AI
Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output.
CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play.
Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look.
Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build.
Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original.
Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay.
This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content.
Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing.
Partly coding and art assets.
The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited.
Some visual assets in Triad were created with the assistance of AI tools and further refined by the developer. Triad is a solo-developed project, and these tools helped make its creation possible. — Raph, developer of Triad
Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance.
Generative AI was used for some of the music in game. All in game art was hand drawn and vectorized by the creator. Main Theme music created by Grace Streeter. Trailer voiceover by Grace Streeter.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pathogen In-game content artaudiocodetext | Some game assets were partially created using AI. | DreamDart | - | May 23, 2026 | |
Renegades In-game content audioart | This game includes pre-generated AI-assisted assets created during development, including selected background music and some visual art assets. All AI-assisted content was reviewed, curated, and edited by the developer before inclusion in the game. The game does not use live generative AI during gameplay. | Asarion Games | - | May 23, 2026 | |
Crown Criminal | Survival Block B In-game content artaudiotext | Some visual, audio, and creative assets used during development were created or assisted with generative AI tools. All content was reviewed, edited, and integrated into the final game experience by the developer. | In-Doe-Games | - | May 23, 2026 | |
Tilting In-game content artaudio | A note on AI-generated content
Tilting is a solo project. The code, design, gameplay systems, AI opponents, game logic, and writing are entirely my own. The visual and audio content is not. Virtually all of it originated in generative AI tools.
Specifically, AI was used for: store-page artwork (capsules, library art, hero), in-game art (character portraits, card art, venue art, UI elements), achievement icons, music, and sound effects.
My role on the non-code side was overwhelmingly that of a curator — prompting, regenerating, and iterating across different AI tools until the output fit the game's identity. I draw enough to make minor tweaks here and there on individual visual pieces; for the music it was mostly tool-shopping until something landed right. But the volume of art and audio this game ships with is far beyond what I could produce or commission as a solo developer, and the bulk of every non-code asset originated in AI. | Low Light Games | - | May 23, 2026 | |
Crowned art | Some artwork and visual assets in Crowned, including
card illustrations and background graphics, were created with the assistance of generative AI tools. All content was
reviewed, curated and integrated by the developer. | Stonepath Games | - | May 23, 2026 | |
Dark Web Store/marketing art | AI was used to create individual parts of the Steam graphics and then blended together in GIMP. | Recoil Mojo | - | May 23, 2026 | |
Shardmirror In-game content art | Some static 2D artwork used in the game and Steam marketing materials was created with assistance from generative AI, then curated, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | 咕咕呱呱 | - | May 23, 2026 | |
Card Traveler In-game content textart | Programs, localization, and some posters. | YAoGuang | - | May 23, 2026 | |
Meoware In-game content artcode | uses midjourney for the pictures used on cards and the pictures for each cat. claude for code assistance or guidance. | Gamer Games LLC | - | May 23, 2026 | |
ANCHOR-13 In-game content artaudiotext | In this work, we used AI tools to create some of the artwork and music, and to assist in translating text into multiple languages. | Hyaline Games | - | May 23, 2026 | |
Alchemist Chronicles Unclear arttext | This game used generative AI tools to assist in the creation of certain visual and written content during development. | Afgan Khalilov | - | May 23, 2026 | |
Poker Double or Nothing In-game content artcode | This games uses generative artificial intelligence to create graphics and code. | $2 games | - | May 23, 2026 | |
Tenebrix In-game content art | AI tools were used as part of the development process for Tenebrix, primarily to assist with early concept exploration, visual ideation, and asset prototyping. These tools helped accelerate iteration during the design phase, allowing for rapid testing of themes, compositions, and stylistic direction.
All AI-assisted content was reviewed, refined, and integrated manually to ensure consistency with the game’s vision and quality standards. Final assets, gameplay systems, and overall design were shaped through hands-on development and creative direction.
AI was used as a tool to support development—not as a replacement for it. | ColdForge Games | - | May 23, 2026 | |
万宝商会 In-game content | Part of the assets are AI-generated. | RiteCraft Games | - | May 23, 2026 | |
Memo R.I.P. In-game content audioarttext | This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project. | Divine Magic Games | - | May 23, 2026 | |
Hi-Lo: Card Roguelike arttext | Some store page and in-game artwork (joker icons and event background scenes)
were created using AI image generation tools. All AI-generated content
is reviewed and curated by the developer. Game mechanics, story text, code,
character animations and audio are not
AI-generated. | Emre Şahin | - | May 23, 2026 | |
Bloomtide Unclear art | Some image may edit with ai. | UVWIO Studio | - | May 23, 2026 | |
Sultan's Decree In-game content art | Some artwork in this game, including character portraits and background illustrations, was created using AI image generation tools. All AI-generated art was reviewed, curated, and integrated by the developer to match the game's Ottoman miniature painting visual style. All game design, narrative content, music, and gameplay were created by the developer. | Bellum Pacem Games | - | May 23, 2026 | |
Portucale Sword and Subtlety In-game content artaudio | Some of game art and music is basically IA generated and them modified by designers to match some quality standards | Pedro Nuno Lemos | - | May 23, 2026 | |
DECASTLE In-game content art | Some visual assets may be created or enhanced using AI tools. AI is used as a supporting tool in the content creation process. | Cookie Samurai Team | - | May 23, 2026 | |
Threshold: Choices at the Limit In-game content art | Partial scenes and character art generated by AI. | SODA GAME STUDIO | - | May 23, 2026 | |
Rune Caves: Eternal Echo In-game content artaudio | I used AI to generate some pictures and sfx sounds. | Double Blue | - | May 23, 2026 | |
Waywardens Dev only artcode | Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services. | Meehnior | - | May 23, 2026 | |
青云录:官海浮沉 In-game content artaudio | 在角色和场景细化、物品图标绘制以及音乐创作等环节,我们运用了 AI 技术。但我们在此基础上,还进行了人工的二次加工,并非直接采用了 AI 生成的素材。
此外,游戏中除上述提及的内容外,其余部分均为人工创作,未使用 AI 制作 。 | 青云工作室 | - | May 23, 2026 | |
Harvestide In-game content artaudio | The game uses AI to generate image and audio resources, thereby providing a rich array of playable content. | Kang Jie | - | May 23, 2026 | |
Regulea: Infection Card Wars In-game content arttextcode | AI tools were used as a support during development.
- Assistance with coding and English localization
- Some character artwork was initially sketched by the developer, then refined using AI tools and further manually adjusted
All final content was reviewed and edited by the developer. | TBCATGAMES | - | May 23, 2026 | |
CityPunk Dev only text | We use AI to generate placeholder text during development, especially in this early phase that we are in. | nubosoft | - | May 23, 2026 | |
皮格马利与腐朽国度 Unclear art | It contains some images generated by AI. | None Studio | - | May 23, 2026 | |
Ink & Void In-game content artcode | AI image generation tools were used to create character artwork, background illustrations, and other visual assets in this game. AI coding assistance tools were used extensively throughout the development process for game logic and programming. | Shintaro Higashi | - | May 23, 2026 | |
Crypt Quest Dev only art | Some visual assets and concept art were created or assisted using AI tools during development. Everything has been reviewed and refined by the developer to match the game’s style and quality. | Abyss Studio | - | May 23, 2026 | |
Capybara Bingo In-game content art | We used AI to help make the store page artwork, some of the in game items, and some of the capybaras. | Cozybara | - | May 23, 2026 | |
Heart Duels In-game content artaudio | Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience. | Encased Heart | - | May 23, 2026 | |
灰度决策 Store/marketing art | AI tools were used to assist in creating certain promotional/store assets such as capsule images and marketing artwork.
No AI-generated content is included in gameplay, game assets, or user interactions. | Pocket Forge | - | May 23, 2026 | |
Seven Seas Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | May 23, 2026 | |
Match Cards: Football In-game content arttext | Images on the playing cards and translations into multiple languages. | PlayeRom | - | May 23, 2026 | |
Problematic In-game content art | Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists. | Galactrex Studios | - | May 23, 2026 | |
丹命 Unclear art | Part of the art was assisted by AI | Pelican Game | - | May 23, 2026 | |
Game Demon Live AI text | Game Demon uses large language models (Llama 3.1/3.3 via Groq API, plus optional local Ollama inference) to generate coaching text in real time from the user's match data. Vision models analyze user-sampled frames. No user content is sent to third parties without explicit opt-in. No generative images or audio in final output. | Altros Studios | - | May 23, 2026 | |
CyberDeck In-game content artaudiotextcode | CyberDeck contains pre-generated visual art, animation frames, music, sound effects, voice audio, and written content created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play. | CyberSprawl Studios | - | May 23, 2026 | |
Gridholm In-game content art | Gridholm uses AI-generated imagery for its card art, champion portraits, and 3D models. As the sole developer, it's how I bring a full 250+ card game to life with a cohesive, painterly dark-fantasy look. | Logos Nova | - | May 23, 2026 | |
Against the Dark Moon In-game content artaudio | Visual assets (hero portraits, card art backgrounds, dice imagery, booster pack illustrations) were generated using Midjourney and refined/composed in Photopea. Suit pip icons are by Lorc and Delapouite via game-icons.net (CC BY 3.0). Sound effects and music were generated using AI tools. All AI-generated content was directed, curated, and integrated by the developer. No AI is used to generate content live at runtime — all assets are pre-rendered and embedded in the build. | Orthus Games | - | May 23, 2026 | |
AI Apocalypse In-game content artaudio | Some visual assets (card art and character portraits) generated using Google Gemini image models. Some SFX partially generated via ElevenLabs where Unity Assets were not available. All licensed for commercial use. Game design, code, and text content are original. | Scuffed Studios | - | May 23, 2026 | |
Paskahousu Store/marketing art | Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay. | Vaara Games | - | May 23, 2026 | |
Bravely Doomed Live AI text | This game uses AI to generate dynamic NPC dialogue during gameplay. NPCs respond to player actions and choices with unique, contextual conversations. All AI-generated text is filtered to ensure appropriate content. | Phillip Donnelly | - | May 23, 2026 | |
Manifest Moonfall 月球坠落 In-game content art | Some enemy artwork in this game was created with the assistance of generative AI tools (Midjourney), followed by human curation and post-processing. | 吃了就睡工作室 | - | May 23, 2026 | |
Hutong Gambit In-game content artcode | Partly coding and art assets. | Half Flower | - | May 23, 2026 | |
Rogue Realm: Guardian Grids In-game content arttext | The model creation and icon production in the game used a combination of AI and manual editing. All translations were generated by AI. The store page promotional images were generated by AI and then manually edited. | YogurtGames | 96 | May 23, 2026 | |
Triad: Elemental Saga In-game content art | Some visual assets in Triad were created with the assistance of AI tools and further refined by the developer.
Triad is a solo-developed project, and these tools helped make its creation possible.
— Raph, developer of Triad | Heritage Games | - | May 23, 2026 | |
Scoundrel In-game content art | Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance. | senator.ovh | - | May 23, 2026 | |
Taktari In-game content audio | Generative AI was used for some of the music in game. All in game art was hand drawn and vectorized by the creator. Main Theme music created by Grace Streeter. Trailer voiceover by Grace Streeter. | Leander Streeter | - | May 23, 2026 |