Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
- Creator
- GRUND
- Reviews
- -
- Added
- Aug 28, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
Development of the game's code was assisted with AI, and some icons are AI generated.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
AI tools were used during the development of this game, primarily to assist with coding and programming.
Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards.
Only using AI for game code development
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
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.
Icons and imagery in this game were created with the assistance of AI tools.
Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
AI Generation Disclosure Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game.
Artificial Intelligence used to generate placeholder assets for card art and in code modification.
Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game.
The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play.
AI was used in some developer workflows for programming and for translation to all languages other than English.
Some cosmetic cat skins and visual assets were created with the assistance of generative AI tools. All final assets are manually reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development. The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed). No AI runs while you play, and the game never connects to an external AI service.
One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release. The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer.
A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release.
Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running.
Some visual assets (character sprites, portraits, marketing art) and some audio were created with the assistance of generative AI tools (PixelLab, Midjourney), then curated and edited by the developer. All game design, code, and writing are human-made. The game does not generate AI content at runtime.
Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization.
This game uses some assets that were AI generated. This includes some store images and in-game content.
Assets, Pictures, Sounds, translation
Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools.
Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay.
The game's graphics and software are powered by artificial intelligence.
Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand.
"AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom. I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day."
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
AI was used to generate art for in-game use and marketing materials. No AI is present in the gameplay. All enemy "ghosts" are real players.
Some of this game's character and enemy art was created with the assistance of generative AI tools during development, then hand-reviewed and edited before shipping. No AI content is generated at runtime.
Some images have been enhanced with the help of AI.
The in-game music was created through a collaboration between human composition and AI-assisted tools. Some promotional images displayed on the Steam Store page were also created using AI-assisted tools.
Some images have been generated with AI after the initial launch.
As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art.
This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
"Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players."
AI was used to assist with translating the in-game text.
All final artwork is created by our artists. AI-generated 2D placeholders are clearly labeled and will be replaced during production. Generative AI also assisted with select audio elements under our team’s direction.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay.
This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game.
Pre-generated 2D visual assets were created using AI tools. This includes the skill icons used in the game's UI, as well as the promotional capsule and cover artwork for the Steam store page.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
Slot Siege In-game content artcode | Development of the game's code was assisted with AI, and some icons are AI generated. | Apt 12 | - | Aug 27, 2026 | |
Lineup, Dark Lord! : Auto Battler Store/marketing art | Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay. | SecondQuest | - | Aug 26, 2026 | |
DuoFall In-game content artaudiotext | Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services. | zweiVerspielte | - | Aug 25, 2026 | |
Soul of Slime In-game content art | Generative AI was used during development to assist in the creation of certain pre-generated visual assets, including some UI artwork, icons, textures, and other 2D art. All AI-assisted content was reviewed and integrated by the developer before being included in the game. The game does not use live-generated AI during gameplay. | XYZ Games | - | Aug 22, 2026 | |
God Complex In-game content arttext | Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay. | Escaping Inevitability Games | - | Aug 22, 2026 | |
Cointopia Dev only code | AI tools were used during the development of this game, primarily to assist with coding and programming. | NOYEA | - | Aug 22, 2026 | |
Magic Portals In-game content arttext | Some visual assets and text content used in this game were created or assisted by generative artificial intelligence tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure consistency with the game's design and quality standards. | RTForge | - | Aug 22, 2026 | |
四季餐厅 Dev only code | Only using AI for game code development | 安道尔的风 | - | Aug 20, 2026 | |
Rushmark Dev only code | Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime. | Beyond Bounds Digital | - | Aug 19, 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 | |
Packpunk In-game content art | Icons and imagery in this game were created with the assistance of AI tools. | Glitch Squirrel | - | Aug 14, 2026 | |
三國撞撞樂 Unclear arttext | Some visual assets, marketing materials, and/or text drafts may have been created or assisted with generative AI tools. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page. | lolomouse | - | Aug 14, 2026 | |
Abduction Dev only art | AI Generation Disclosure
Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game. | Buzzed Greys Studios | - | Aug 14, 2026 | |
Deck Beasts Dev only artcode | Artificial Intelligence used to generate placeholder assets for card art and in code modification. | Constellation Studios | - | Aug 14, 2026 | |
Idle Hippodrome In-game content audio | Sound effects and music were created using generative AI tools, then edited and processed in DAW software before being integrated into the game. | Ahmet Alper Akın | - | Aug 14, 2026 | |
CardCollectorBattle In-game content artaudio | The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play. | RNG Game Lab | - | Aug 13, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
PawTop Cats In-game content art | Some cosmetic cat skins and visual assets were created with the assistance of generative AI tools. All final assets are manually reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | PawTop Studio | - | Aug 11, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
ONE MORE FISHING In-game content artaudiotext | One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping. | Linewake Studio | - | Aug 7, 2026 | |
Slay Sean, Save The World! In-game content artaudio | Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer. | Christopher Pufan | - | Aug 7, 2026 | |
aimRPG In-game content art | A few generated placeholder pixel art icons that will hopefully be gone by the time of the full official release. | crin | - | Aug 5, 2026 | |
BIS In-game content arttext | Pre-generated content. Character portraits, spell and keyword icons, and store artwork were produced using AI image generation tools, then selected, edited and assembled by the developer. Some in-game text was drafted with AI assistance and edited by the developer. Music and sound effects are licensed from human creators. No content is generated live while the game is running. | Sward Solutions AB | - | Aug 2, 2026 | |
Warpack In-game content artaudio | Some visual assets (character sprites, portraits, marketing art) and some audio were created with the assistance of generative AI tools (PixelLab, Midjourney), then curated and edited by the developer. All game design, code, and writing are human-made. The game does not generate AI content at runtime. | N1ghtmare Studios | - | Aug 1, 2026 | |
Two-Dye In-game content artaudiotext | Two-Dye has been developed with the assistance of AI tools that has helped with Graphical assets, sounds and localization. | Smidd Games | - | Jul 30, 2026 | |
Yuhtzee In-game content art | This game uses some assets that were AI generated. This includes some store images and in-game content. | Shamrock Studios | - | Jul 29, 2026 | |
End of War: Global Front Unclear artaudiotext | Assets, Pictures, Sounds, translation | Ironpathgames | - | Jul 29, 2026 | |
Okey 101 In-game content art | Some visual assets in this game, including UI elements and graphics, were created with the assistance of AI image generation tools. | Ayazwai | - | Jul 25, 2026 | |
Oops, All Tanks! In-game content artaudio | Some pre-generated artwork and sound assets used in the game and its marketing materials were created or edited with the assistance of generative AI tools. All such content was manually selected, reviewed, and edited as needed by the developer. The game does not generate AI content during gameplay. | All Tanks! | - | Jul 23, 2026 | |
Alamet: Interstellar Wars Unclear | The game's graphics and software are powered by artificial intelligence. | ACA Games | - | Jul 23, 2026 | |
Campfire Battles Dev only code | Campfire Battles is our attempt to bring an idea to life as a two-person team. AI tools helped us work quickly, particularly on the coding side, but every piece was reviewed and refined by hand. | BatteryAcidDev | - | Jul 23, 2026 | |
Keeplight Unclear | "AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom.
I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day." | Soft Embrace | - | Jul 22, 2026 | |
My Zombie Apocalypse In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jul 17, 2026 | |
Wizard Tournament In-game content art | AI was used to generate art for in-game use and marketing materials.
No AI is present in the gameplay. All enemy "ghosts" are real players. | Rachop Studios | 11 | Jul 17, 2026 | |
Cloudlypse In-game content art | Some of this game's character and enemy art was created with the assistance of generative AI tools during development, then hand-reviewed and edited before shipping. No AI content is generated at runtime. | Joao Paulo Amorim Rosa | - | Jul 11, 2026 | |
格子局 Unclear art | Some images have been enhanced with the help of AI. | 游离字符 | - | Jul 11, 2026 | |
Again. Faster! In-game content audioart | The in-game music was created through a collaboration between human composition and AI-assisted tools.
Some promotional images displayed on the Steam Store page were also created using AI-assisted tools. | Rinalees | - | Jul 8, 2026 | |
Astaryn: RPG Idler Store/marketing art | Some images have been generated with AI after the initial launch. | Karl Eriksson | 18 | Jul 7, 2026 | |
Soulreign In-game content art | As a solo developer several of the art assets used during the development of the game are generated using AI models with art references. Should the game be successful it is my hope to slowly start using commissioned art. | Berraco | 10 | Jul 1, 2026 | |
Jigsaw Diorama: The Alchemist and the Eclipse In-game content artaudio | This game uses curated, pre-generated AI-assisted artwork and audio. These assets are created before release, then reviewed, edited, processed, and integrated by the developer as fixed in-game images, ambience, and related store or marketing materials. | Base Metal Games Inc. | - | Jun 28, 2026 | |
Ore Shatterer In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 28, 2026 | |
无限R-放置赛车 Infinite R: Idle Racing In-game content text | "Generative AI was utilized to assist with the initial translation and localization of the game's text assets. All AI-assisted content underwent thorough manual review, editing, and refinement by our development team to ensure cultural accuracy and a high-quality narrative experience for players." | VoidSlash Games | - | Jun 28, 2026 | |
Take That Hill In-game content text | AI was used to assist with translating the in-game text. | Hunted Cow Games | - | Jun 28, 2026 | |
Madhearts In-game content artaudio | All final artwork is created by our artists. AI-generated 2D placeholders are clearly labeled and will be replaced during production. Generative AI also assisted with select audio elements under our team’s direction. | Vincae Entretenimento | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
Drift Mania In-game content art | Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay. | Full Sweat Games | - | Jun 16, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
Stellar Odyssey In-game content art | This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game. | Stellar Games | 75 | Jun 14, 2026 | |
KRUSHPIT In-game content art | Pre-generated 2D visual assets were created using AI tools. This includes the skill icons used in the game's UI, as well as the promotional capsule and cover artwork for the Steam store page. | xoneymoonqueen | - | Jun 10, 2026 |