Generative AI tools were used during development to assist with code, text and localization, audio, and some visual assets.
- Creator
- masasgames
- Reviews
- -
- Added
- Oct 6, 2026
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Generative AI tools were used during development to assist with code, text and localization, audio, and some visual assets.
Part of the game were created with the help of generative AI tools, then reviewed, edited and assembled by the developer: • visual art — the ambient background images and the animated background loop • audio — background music and sound effects Generative AI is used only during development to produce these assets. The game does NOT use any AI at runtime — there is no live AI generation while you play. Puzzles and word lists are hand-curated, and level layouts are produced by our own deterministic algorithm (not AI).
AI-assisted coding and editor automation tools were used during development for workflow efficiency. Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future. AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language.
Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer.
AI Generated Content Disclosure AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Some sound effects and music were created with AI audio tools. AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
The in-game texts and their translations into 29 languages were created with the help of generative AI.
Some word lists used for typing practice were generated with ChatGPT and manually reviewed.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages. The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets.. The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Some icons and textures used in this game are generated by AI
All the characters appearing in the game were generated and refined using AI.
Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay.
Generative AI was integrated throughout the entire development process of the game.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
Parts of this game were made with the help of generative AI during development. - Artwork (item illustrations, backgrounds and interface graphics) was generated with AI tools and then edited and adjusted by hand. - Music and sound effects were created with AI tools. - The source code and the in-game text translations were written with AI assistance. All of it was reviewed by the developer before release. This game does not use generative AI while you play. No content is generated at runtime, and no player data is sent to any AI service.
Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page. Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one. CS
Some of the in-game text and the store page text were written with the help of AI tools and edited by the developer. All artwork and sound are drawn and synthesized by the game's own code; no image, audio or video generators were used. Nothing is generated by AI while you play.
Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human.
"Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements."
This game uses generative AI tools to help create some artwork and store page text. All AI-assisted content is reviewed by the developer before use.
The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play.
i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play)
Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service.
Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer.
The app itself is coded with AI tools and harnesses (primarily gpt-codex models and the OpenCode desktop application). The marketing visuals and trailer were all created with varying other models, the trailer was made with Opus 5.5. NONE of the wallpapers are AI generated. They are all creative commons images available free to anyone online, I simply took the time to collect and bundle them into the app for local use. Everything is done under complete human-in-the-loop from start to finish.
This game uses generative AI as part of its content creation pipeline. Some elements of the store page cover art were generated using AI and then combined with additional artwork created by our designer. Certain in-game environment textures were processed using AI-assisted tools as part of the texturing workflow. Character voices were recorded by our own team and then processed with AI-based voice conversion to transform them into different character voices. All AI-assisted content was reviewed and refined by our team before being included in the final game.
Icons, Sounds
Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product.
AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play.
Pre-generated content only; nothing is generated while the game runs. - Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance. - Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer. - Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Parts of the store-page text and a few short interface lines were drafted with an AI writing assistant and reviewed and edited by the developer. The game's literary text, English narration, music, sound design and visual design are human-made.
Trivia Mania was designed, directed, reviewed and tested by a solo developer. AI tools supported the drafting, editing and fact-checking of the questions and answers, and helped make the game's art and sound. No AI is embedded in the game and nothing is generated while you play.
Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build.
Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version.
Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release.
The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made.
Music was generated using Suno under the developer’s creative direction. Concept art was created using image generation software.
Generative AI tools were used during development to assist with game localization and code generation.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service.
Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer.
The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs.
This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
RE:COPY In-game content textaudioart | Generative AI tools were used during development to assist with code, text and localization, audio, and some visual assets. | masasgames | - | Oct 6, 2026 | |
Words In Place In-game content artaudio | Part of the game were created with the help of generative AI tools, then reviewed, edited and assembled by the developer:
• visual art — the ambient background images and the animated background loop
• audio — background music and sound effects
Generative AI is used only during development to produce these assets. The game does NOT use any AI at runtime — there is no live AI generation while you play.
Puzzles and word lists are hand-curated, and level layouts are produced by our own deterministic algorithm (not AI). | lil kooky | - | Oct 6, 2026 | |
White Christmas In-game content codearttext | AI-assisted coding and editor automation tools were used during development for workflow efficiency.
Most of the art was hand-made by me. The remaining art generated by AI tools like icons or textures will be swapped to human-made art in the near future.
AI translation tools were used to create localization drafts, that are being reviewed by speakers of the language. | Jele Studios | - | Oct 6, 2026 | |
Mavora Unclear arttext | Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer. | hyesmo | - | Oct 4, 2026 | |
Pebble to Star In-game content text | AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 4, 2026 | |
Tategoi In-game content audiotextcode | Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay. | Nukeborn Studio | - | Oct 4, 2026 | |
Gold Master: A Game Company Tycoon In-game content text | The in-game texts and their translations into 29 languages were created with the help of generative AI. | Flagstaff Studio | - | Oct 4, 2026 | |
JUST TYPE Dev only text | Some word lists used for typing practice were generated with ChatGPT and manually reviewed. | VLighter | - | Oct 4, 2026 | |
Crystalysis In-game content artaudiotext | The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer. | trikyname | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
Tower Survivor - Paper Invasion In-game content art | Some icons and textures used in this game are generated by AI | JE Games | - | Oct 4, 2026 | |
Timopet In-game content art | All the characters appearing in the game were generated and refined using AI. | DrinkFox | - | Oct 4, 2026 | |
ShapeGrow Store/marketing text | Generative AI tools were used to assist with creating and editing some of the written content in the game and on its Steam store page. All AI-assisted text was reviewed, revised, and approved by the developer before publication. The game does not generate content using AI during gameplay. | Zetotech | - | Oct 4, 2026 | |
Slingbox Unclear | Generative AI was integrated throughout the entire development process of the game. | TommyMic | - | Oct 4, 2026 | |
Steel Umbrella Store/marketing text | Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay. | Kairon Games | - | Oct 3, 2026 | |
Oh My Balance! In-game content artaudiotext | Parts of this game were made with the help of generative AI during development.
- Artwork (item illustrations, backgrounds and interface graphics) was generated with AI tools and then edited and adjusted by hand.
- Music and sound effects were created with AI tools.
- The source code and the in-game text translations were written with AI assistance.
All of it was reviewed by the developer before release.
This game does not use generative AI while you play. No content is generated at runtime, and no player data is sent to any AI service. | MASK Games | - | Oct 3, 2026 | |
Lethal Geometry In-game content text | Lethal Geometry's written content and level design were made with generative AI assistance: the in-game text, the upgrade and milestone descriptions, the map hints, the layout and waves of the maps, and this store page.
Nothing you see or hear is generated by an AI model. The board, the interface and the icons are drawn by the game's own code, so the build contains no image files, and every sound effect is synthesised by a script from mathematical waveforms. Nothing is generated while you play: there is no AI model in the game and no calls out to one.
CS | StoneForge Labs s.r.o. | - | Oct 3, 2026 | |
Chopsticks In-game content text | Some of the in-game text and the store page text were written with the help of AI tools and edited by the developer. All artwork and sound are drawn and synthesized by the game's own code; no image, audio or video generators were used. Nothing is generated by AI while you play. | Sharkey | - | Oct 3, 2026 | |
文字刷宝录 Text Loot Codex In-game content audio | Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human. | 棱镜工作室 | - | Oct 3, 2026 | |
GRID64 In-game content art | "Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements." | Frederico Dos Santos Lima | - | Oct 3, 2026 | |
The Grid Detective In-game content arttext | This game uses generative AI tools to help create some artwork and store page text. All AI-assisted content is reviewed by the developer before use. | Duskery | - | Oct 3, 2026 | |
EverBastion In-game content text | The in-game text translations (26 languages), as well as this store page's texts and their translations, were prepared with the help of generative AI tools. No AI-generated content is produced while you play. | Osiris Atlas | - | Oct 3, 2026 | |
Final Tactics Dev only code | i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play) | Final Tactics Creator | - | Oct 3, 2026 | |
Shred Inc. In-game content artaudio | Parts of the artwork and audio in Shred Inc. — including textures, images and sound effects — were created using generative AI tools and then reviewed and edited by hand. The same applies to some of the store page and marketing material. No content is generated by AI during gameplay, and the game does not connect to any external AI service. | Otter Game Forge | - | Oct 3, 2026 | |
Demolition Empire In-game content arttext | Some pre-generated visual assets used in Demolition Empire were created with the assistance of generative AI tools during development. AI tools were also used to assist with localization and development. All content included in the final game was reviewed, selected and integrated by the developer. | Kali games | - | Oct 3, 2026 | |
UltraWall Dev only codeart | The app itself is coded with AI tools and harnesses (primarily gpt-codex models and the OpenCode desktop application).
The marketing visuals and trailer were all created with varying other models, the trailer was made with Opus 5.5.
NONE of the wallpapers are AI generated. They are all creative commons images available free to anyone online, I simply took the time to collect and bundle them into the app for local use.
Everything is done under complete human-in-the-loop from start to finish. | https://www.thinkertankapps.com | - | Oct 3, 2026 | |
UNTIMELY REGRET In-game content artaudio | This game uses generative AI as part of its content creation pipeline. Some elements of the store page cover art were generated using AI and then combined with additional artwork created by our designer. Certain in-game environment textures were processed using AI-assisted tools as part of the texturing workflow. Character voices were recorded by our own team and then processed with AI-based voice conversion to transform them into different character voices. All AI-assisted content was reviewed and refined by our team before being included in the final game. | Alpha Centauri Studio | - | Oct 2, 2026 | |
PINDEMONIUM artaudio | Icons, Sounds | Drypoint | - | Oct 1, 2026 | |
悠游白境 In-game content art | Generative AI was used during development to create some store page artwork and in-game icons. All generated content was reviewed before being included in the final product. | Fish | - | Oct 1, 2026 | |
Tiny Airline In-game content text | AI was used for coding, translations and achievements. The map, airports and countries come from public datasets. Nothing is generated by AI while you play. | Inner Core Studios | - | Oct 1, 2026 | |
Hivetide In-game content text | Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer. | DragonFlameGameStudio | - | Oct 1, 2026 | |
Ex Oblivione Store/marketing text | Parts of the store-page text and a few short interface lines were drafted with an AI writing assistant and reviewed and edited by the developer. The game's literary text, English narration, music, sound design and visual design are human-made. | No_Return() | - | Oct 1, 2026 | |
Trivia Mania Dev only textartaudio | Trivia Mania was designed, directed, reviewed and tested by a solo developer. AI tools supported the drafting, editing and fact-checking of the questions and answers, and helped make the game's art and sound. No AI is embedded in the game and nothing is generated while you play. | Trivia Mania | - | Oct 1, 2026 | |
Roguelette In-game content art | Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer. | Nightbyte | - | Oct 1, 2026 | |
GeomSurf Store/marketing textcode | Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay. | Geometry Serf | - | Oct 1, 2026 | |
Waste Your Time In-game content arttext | This game includes content created with the assistance of generative AI. Specifically, the clock face and background designs available in the in-game shop were created using generative AI image tools, and the localization of the in-game interface text into several additional languages was produced with generative AI. The game's audio and other content were created without generative AI. No generative AI runs while the game is played — all such content is pre-generated and included in the build. | XejiksGG | - | Oct 1, 2026 | |
MERVARYN 2900 Dev only | Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version. | Thorsten Koerner | - | Oct 1, 2026 | |
Stake In-game content text | Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release. | HessTech Games | - | Oct 1, 2026 | |
Yellow Terminal In-game content audiotextart | The background music in this game was created using generative AI. Generative AI was also used for the translations into the nine languages other than Korean, and for the achievement icons. The game design, the original Korean writing, and the character pixel art are human-made. | Clusion Games | - | Oct 1, 2026 | |
Terminal Depth In-game content audioart | Music was generated using Suno under the developer’s creative direction.
Concept art was created using image generation software. | Bubfiz | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
BrickAmp In-game content audioartcode | The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service. | Anthony Sessa | - | Oct 1, 2026 | |
Jirai Kei Nemu In-game content art | Some sprite artwork was pre-generated with AI assistance, then manually selected, edited, and integrated into the shipped game. No AI-generated content is created during gameplay. | Code in Pixel | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
Parallax In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated visual assets, music, sound effects, and promotional artwork. No text or narrative content was generated using AI. All AI-assisted materials were reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime, and no player input or personal data is sent to any AI service. | NEUTWORK | - | Oct 1, 2026 | |
¡SIX! In-game content audioarttext | Pre-generated content only; nothing is generated at runtime. Some sound effects, Some textures and images, The in-game dialogue and the Spanish/English texts were written with the help of an AI assistant and reviewed by the developer. | Superdou | - | Oct 1, 2026 | |
I Know This One (IKTO) In-game content arttext | The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs. | JoMi | - | Oct 1, 2026 | |
CubeMate In-game content audio | This game uses generative AI to create some of its audio content. Background music tracks were generated using Suno, and sound effects (SFX) for menus were generated using ElevenLabs. All AI-generated audio was reviewed and curated by the developer. No gameplay code or puzzle logic is generated by AI at runtime; the use of AI is limited to pre-generated audio content included in the build. | Bartosz Woźniak Solutions | - | Oct 1, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 |