Game descriptions, text translations, and some images (excluding textures) are made with the assistance of artificial intelligence, while all other in-game resources are handmade
- Creator
- SadZhouj
- Reviews
- -
- Added
- May 23, 2026
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Game descriptions, text translations, and some images (excluding textures) are made with the assistance of artificial intelligence, while all other in-game resources are handmade
This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency. The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems. Generative AI tools were used as creative and production accelerators within a human-directed development process.
The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development.
This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text. This game contains ai (grok) generated graphic assets.
part of image, sound
The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor.
Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay.
Background images and BGM are generated using AI.
As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use.
Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance.
The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence.
AI was used in coding tools, placeholder art, and marketing mockups.
Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references. Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references. Some music and sound effects were generated with the help of AI. Some localized language content was translated with the help of AI.
Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting. No AI-generated content is produced during gameplay.
AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available.
Using AI tools to generate translated text and image textures.
This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation.
Generative AI used for background music and some art assets (backgrounds and a few textures)
"The game uses AI to control zombie behavior, including movement, attack patterns, and spawning. All AI calculations happen before and during gameplay to create dynamic challenge for players."
Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations.
I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations. 3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined and animated myself in Blender. Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character. Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks. Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve. I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms.
Artificial Intelligence tools were utilized during the foundational (base) creation stage for the game's visual assets. All generated outputs were then manually refined, re-processed, and enhanced by our artists through hours of dedicated Photoshop-Photopea work to ensure they align perfectly with the game's unique and original art style. We have utilized AI merely as a 'brush' guided by an artist’s touch; therefore, the resulting visuals should be evaluated as successful illustrations driven by human craftsmanship rather than simple AI-generated products.
Some code sections were generated using AI. We've used AI-generated images for our store page graphic assets. ※The in-game images were not created using AI.
Some of the music was composed using AI
All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer.
A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
This game was developed by a solo developer with the assistance of generative AI tools during production. AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development. Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows. All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems. Additional assets were purchased through the Unreal Engine Fab Marketplace where noted. AI tools were used strictly as production assistants to support solo development.
AI has been used for coding, game assets, music, promotional art, etc...
This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese.
Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay.
This game uses generative AI tools during development to assist with certain artwork, localization, and written content. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality, quality, and compliance with applicable rights.
Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
A few texts (edited by the developer), musics and few graphics assets
仅用AI生成了极少数,用于装饰作用的美术素材
Generative AI (LLMs and Image Generation AI) was used in the following development processes: Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.). Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI.
Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer.
Generate background music using AI technology
This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project
When developing and refining the concept and core ideas of this game, generative AI was used.
We confirm that Ultimate Club Manager 26 includes Pre-Generated AI content. Generative AI was used during development for store and promotional visuals, including capsule and library artwork, and for some game-related content created prior to release. No Live-Generated AI is used while the game is running. All AI-assisted materials were created during development and are included as pre-generated content.
Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer.
Generative AI was used to make the graphics and music.
This game uses AI for coding, some in-game 2D elements, and localisations.
The game's character art and some scenes were modified and generated using AI.
All art is hand drawn by the developer. All creative direction, original writing, and final dialogue are by the developer. AI tools were used during the writing process as an editorial partner reviewing drafts for continuity, character voice consistency, and story structure.
Characters, monsters and capsule arts were made by AI.
Characters, monsters and capsule arts were made by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Crazy Test In-game content textart | Game descriptions, text translations, and some images (excluding textures) are made with the assistance of artificial intelligence, while all other in-game resources are handmade | SadZhouj | - | May 23, 2026 | |
Nocturnal Terror In-game content artaudiotext | This game makes extensive use of generative artificial intelligence tools during development from concepting, writing support, assets prototyping, animation and sound design. All AI-assisted content is curated, modified, refined, and integrated by the developer to ensure artistic cohesion, gameplay integrity, and thematic consistency.
The final gameplay experience is not dynamically generated by AI at runtime. The game does not use generative AI to create player-specific content during live play, and no player data is used to train AI systems.
Generative AI tools were used as creative and production accelerators within a human-directed development process. | Whaabek | - | May 23, 2026 | |
BLOODY RAVE In-game content arttext | The vast majority of assets in this game were created from scratch by our team, including hand-crafted models, textures, animations, environments, and gameplay systems. However, to support our creative process and speed up certain production stages, we used generative AI tools for a limited portion of the assets. This includes some 2D/3D art elements (via AI art models), a selection of animation sequences, and certain text inscriptions or UI elements. All AI-generated content was carefully reviewed, edited, and integrated by our team to ensure quality, consistency, and compliance with our vision. No live AI generation occurs during gameplay. We remain committed to delivering a polished, human-directed experience. | Black Manticores | - | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
Dama e Dungeons: 2D In-game content art | This game is made by just one person and uses artificial intelligence to create the images in order to optimize the game's development. | José Leonardo Silva Guerreiro | - | May 23, 2026 | |
UNDEFINED: ILS Live AI arttext | This game analyzes and evaluates images input by the user using a Visual Language Model, and outputs the results as text.
This game contains ai (grok) generated graphic assets. | Kamekichi | - | May 23, 2026 | |
가리사니 흥신소 Unclear artaudio | part of image, sound | polarion | - | May 23, 2026 | |
Stan the Dumpling Store/marketing art | The Steam library and store pages use AI generated graphic elements, but the game itself doesn't. All graphics in the game are hand made, created by our graphics designer in our self developed editor. | Roland Földes | - | May 23, 2026 | |
Ionhaven: Battery Heist In-game content artaudio | Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay. | NullFusion | - | May 23, 2026 | |
ERROR CODE - ウイルス消去パズル In-game content artaudio | Background images and BGM are generated using AI. | SENTIMENTUM | - | May 23, 2026 | |
Stewart The Fox: Swing it! In-game content audio | As a solo developer, I use AI selectively to support my workflow, not to replace creativity. For example, AI may be used to assist in generating or processing certain audio elements, which are then manually edited and curated before being included in the game. No 3D assets are AI-generated. AI is used purely as a tool to enhance development, and I aim to be transparent about its use. | DeadEagle | - | May 23, 2026 | |
Rootbound Enigma In-game content art | Generative AI was used to create several environmental textures (such as stone and ground textures), some ui elements (such as buttons and icons), Capsule and Library images in Steam. All AI-generated content was manually reviewed and refined by the developer to ensure quality and compliance. | AppLossStudio | - | May 23, 2026 | |
Pachinko Realms: Tiki-Taka In-game content art | The vast majority of the art and audio assets was manually crafted, planned and designed. Some textures, particle systems and shaders have been generated with the assistance of artificial intelligence. | Box of Rats | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
The Unfinished Melody: Prologue In-game content artaudiotext | Some visible in-game assets, including but not limited to cutscenes, characters, environments, and UI elements, were created or visually enhanced with the help of AI, including generation based on white model references.
Some store page assets were also created or visually enhanced with the help of AI, including generation based on white model references.
Some music and sound effects were generated with the help of AI.
Some localized language content was translated with the help of AI. | Peanut Bear Studio | - | May 23, 2026 | |
Make 24 Dev only codetext | Some development assistance tools based on generative AI were used during the creation of this game, including help with programming and text drafting.
No AI-generated content is produced during gameplay. | Rosie | - | May 23, 2026 | |
Stella Nova Dev only codeart | AI coding tools were used during development. All visual assets, music, writing, and narrative content are human-made. An alternative wireframe visual mode is also available. | Dave | - | May 23, 2026 | |
Ninety Nine Dungeons In-game content textart | Using AI tools to generate translated text and image textures. | Donnie Lee | - | May 23, 2026 | |
Gambling Simulator - Win it All or Lose it All In-game content art | This game currently includes a few 2D Image AI-generated assets (those include 5 of the slot machine's icons, 7 character portraits displayed on the main hallway, the main menu background image & current thumbnail) used as placeholders during the Early Access phase. These assets are scheduled to be replaced with original, non-AI artwork in a future content update. No AI tools are used for live, runtime content generation. | NG Games | - | May 23, 2026 | |
Mega Bunny Blast 3D In-game content audioart | Generative AI used for background music and some art assets (backgrounds and a few textures) | FortressSoft | - | May 23, 2026 | |
防线:末日尸潮 Live AI | "The game uses AI to control zombie behavior, including movement, attack patterns, and spawning. All AI calculations happen before and during gameplay to create dynamic challenge for players." | https://steamcommunity.com/groups/windchasingboy | 13 | May 23, 2026 | |
Ashes of Torment In-game content art | Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations. | Frostfire Entertainment | - | May 23, 2026 | |
The Ghost Protocol: Echoes of Steel In-game content artaudiotext | I'm building this game on my own, with generative AI tools as finishing and scaling assistants on top of my own creative foundations.
3D mech and monster meshes started as my own concept sketches; Meshy AI generated the base 3D models from those sketches, which I then refined
and animated myself in Blender.
Character voices began as dialogue I wrote and the tone I set — some are my own voice recordings, and for others I used ElevenLabs to alter the voices so they fit each character.
Music tracks each started from vocal melody references I recorded; Lyria (through Gemini) developed those references into the final orchestrated tracks.
Cinematic video sequences were generated by Veo3 from my prompts and storyboards, then fully edited by me in DaVinci Resolve.
I review every AI output before it ships in the game, and I hold commercial-use rights to all generated content per each service's paid-subscription terms. | 8an Studio | - | May 23, 2026 | |
Min5 Min - Party Edition In-game content art | Artificial Intelligence tools were utilized during the foundational (base) creation stage for the game's visual assets. All generated outputs were then manually refined, re-processed, and enhanced by our artists through hours of dedicated Photoshop-Photopea work to ensure they align perfectly with the game's unique and original art style. We have utilized AI merely as a 'brush' guided by an artist’s touch; therefore, the resulting visuals should be evaluated as successful illustrations driven by human craftsmanship rather than simple AI-generated products. | Oğuz Muslu | - | May 23, 2026 | |
Zombie Survivors - last soldier - Store/marketing codeart | Some code sections were generated using AI.
We've used AI-generated images for our store page graphic assets.
※The in-game images were not created using AI. | SweetsEnjoyer | - | May 23, 2026 | |
TIKI-TIKI: TAKA-TAKA In-game content audio | Some of the music was composed using AI | Antilogic Games | - | May 23, 2026 | |
Iron Resolution In-game content art | All visual assets (sprites, terrain, UI, capsule art) were AI-generated and then manually edited in GIMP. Game design, direction, and integration were done entirely by the solo developer. | Harish Games Official | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Basement Server Simulator In-game content textartaudio | This game was developed by a solo developer with the assistance of generative AI tools during production.
AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development.
Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows.
All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems.
Additional assets were purchased through the Unreal Engine Fab Marketplace where noted.
AI tools were used strictly as production assistants to support solo development. | StiGMaT Games | - | May 23, 2026 | |
Nodwar In-game content artaudiocode | AI has been used for coding, game assets, music, promotional art, etc... | PROX.TEAM | 19 | May 23, 2026 | |
ArcaneBound In-game content text | This game uses artificial intelligence for translations into Spanish, German, Italian, and Simplified Chinese. | AsardialStudio | - | May 23, 2026 | |
MAHJONG: BEYOND THE WALL 天 井 之 外 In-game content codetext | Generative AI tools were utilized during the development process to assist with code optimization and text refinement. All core gameplay mechanics, logic, and final assets were manually reviewed, implemented, and fine-tuned by the developer to ensure quality and originality. This game does not include any real-time AI generation or dynamic AI-driven interactions during gameplay. | Chen Liang Yu | - | May 23, 2026 | |
Three Kingdoms Defense In-game content arttext | This game uses generative AI tools during development to assist with certain artwork, localization, and written content.
All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure originality, quality, and compliance with applicable rights. | MIDNIGHT HAMMER | - | May 23, 2026 | |
Super Station Swarm In-game content audio | Primary audio soundtrack developed with Suno. Some effects using elevenlabs. | Alan OSullivan | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
KSEF ❤️ In-game content textaudioart | A few texts (edited by the developer), musics and few graphics assets | Januszex | - | May 23, 2026 | |
夜酌星河:吧台物语 Store/marketing art | 仅用AI生成了极少数,用于装饰作用的美术素材 | 星络鲸游戏 | - | May 23, 2026 | |
HOLER! In-game content textart | Generative AI (LLMs and Image Generation AI) was used in the following development processes:
Translation & Text: AI was used to assist in writing store descriptions and translating in-game text into multiple languages (English, Chinese, etc.).
Graphics: Steam store assets (Capsule images) and Achievement icons were generated using AI. | TANAKA TARO | - | May 23, 2026 | |
Blow The Cover In-game content art | Generative AI tools were used to assist in the creation of some in-game textures and visual assets. All AI-assisted content was reviewed and modified by the developer. | Tushar Inani | - | May 23, 2026 | |
Bootstrap Unclear audio | Generate background music using AI technology | 手术刀 | - | May 23, 2026 | |
Painworld In-game content artcode | This project incorporates the use of artificial intelligence tools to assist in development. AI was used to help generate portions of the C# codebase, streamlining implementation and problem-solving, as well as to create some textures used within the game. All AI-generated content was reviewed, adapted, and integrated to fit the overall design and functionality of the project | kaledanski | - | May 23, 2026 | |
Gem Party Dev only | When developing and refining the concept and core ideas of this game, generative AI was used. | Hamster Wheel Studio | - | May 23, 2026 | |
Ultimate Club Manager 26 Store/marketing art | We confirm that Ultimate Club Manager 26 includes Pre-Generated AI content.
Generative AI was used during development for store and promotional visuals, including capsule and library artwork, and for some game-related content created prior to release.
No Live-Generated AI is used while the game is running. All AI-assisted materials were created during development and are included as pre-generated content. | Alpex Studio | - | May 23, 2026 | |
FENRIR In-game content art | Some visual assets were created with the assistance of AI image generation tools and subsequently edited and refined by the developer. | GGT DESIGN | - | May 23, 2026 | |
Olive Smash In-game content artaudio | Generative AI was used to make the graphics and music. | Mentalling Games | - | May 23, 2026 | |
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 47 | May 23, 2026 | |
摸鱼与白日梦物语 In-game content art | The game's character art and some scenes were modified and generated using AI. | PalmFin Studio | - | May 23, 2026 | |
The Adventures Of Hooman In-game content text | All art is hand drawn by the developer.
All creative direction, original writing, and final dialogue are by the developer.
AI tools were used during the writing process as an editorial partner reviewing drafts for continuity, character voice consistency, and story structure. | Panda Blade Software | - | May 23, 2026 | |
Lordress In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 | |
Verse of the Hollow Oath In-game content art | Characters, monsters and capsule arts were made by AI. | Crow's Perch | - | May 23, 2026 |