Generative AI tools were used during development, including for localization of in-game text.
- Creator
- SeStudio
- Reviews
- 719
- Added
- Jul 18, 2026
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Generative AI tools were used during development, including for localization of in-game text.
Generative AI was used as an assistive tool for some parts of the following game development tasks: (Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.)
-Ai created the picture for the shop site -helped programming the game
Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX. Gameplay systems and mechanics do not rely on AI-generated content. All generated assets are owned and licensed by us.
During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content: - Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually. - Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events. - Menu Background: The main menu background visual was created with AI video generation tools (Runway). All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
All 3D assets are from Synty Studios. Due to budget constraints (rideshare driver) I used generative AI for some pre-rendered artwork, store/marketing imagery, and voiceover content (I intend to replace all that by human-made content over time). The game does not use live generative AI during gameplay.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
本游戏使用生成式 AI 作为辅助开发工具。该技术主要用于加速 2D/3D 美术资产的原型设计及部分代码的编写。游戏的核心玩法逻辑与主要叙事均由人工设计并编写,AI 仅作为生产力工具使用,不涉及任何形式的玩家数据收集或训练。
We used both to create the images on the Steam page, as well as to create the music and sound in the game.
The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created.
Generative AI used for only localization on interfaces and subtitles.
FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer.
We use artificial intelligence to create the images and text on our store page.
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.
Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game.
While we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible.
AI was used in coding tools, placeholder art, and marketing mockups.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. Here is exactly how we utilized generative AI in our game: • We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist. • The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team. • Certain voice-over (VO) lines were generated using AI.
This game uses AI for coding, some in-game 2D elements, and localisations.
AI tools were used to assist with localization and drafting store page descriptions.
The card artwork in the current version of the game was created using generative AI tools and then manually edited and refined by the developer. AI was not used for gameplay code or core story content. These artworks are intended as temporary assets and are planned to be replaced with commissioned artwork in the future.
在游戏中loading界面和结局动画,使用了人工智能生成
We used AI to generate initial music tracks, concept art, and temporary translations into some languages. All materials were then thoroughly edited, reworked, and finalized by humans. Nothing went straight from the generator into the game.
No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging.
AI is being used only on promotional materials of the game as such as posters, banners.
This game uses AI text-to-speech for narration. All written content is created by the developer.
UI,Log , and descrption
Some art assets (cargo icons, music tracks, marketing images) were created with assistance from AI generation tools and refined by the developer. All game code, design, and gameplay systems are human-created. No AI content is generated at runtime during gameplay.
Some game assets were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency, quality, and originality.
Some of the card artworks were generated with AI assistance
Used AI for Game logo and icons
AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented.
If you could peek inside my code or topology, you would BEG me to use AI to fix it. BUT NO. This crap is handmade and stays that way! The soundtrack, however, is a hybrid: I used generative AI to create raw textures, which I then manually arranged and mixed.
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.
Generative AI tools were used during development to assist in asset creation. This includes: Certain art assets (character sprites, backgrounds, UI icons) were generated by AI and manually retouched. AI assistance was used for writing game code. All AI-generated content has been reviewed to ensure it contains no illegal or infringing material.
We use generative AI for some in-game assets and store images, with all final adjustments and edits performed manually.
Generative AI was used to create the main promotional image/poster displayed on the Steam Store Page. All in-game content, code, and assets were created by the developer
Certain mechanics and rendering optomizations were created using LLM(s). Majority of the code was written by me and some parts were taken from copyright-free tutorials on Youtube and Stack Overflow.
The main menu song was created with the help of artificial intelligence.
Artificial intelligence tools were used to assist with the game's voice acting and localization translations.
AI helped create the foundational concept for the main logo and card icon.
AI tools were used in a limited, supporting role during development to assist with certain technical and creative tasks. The vast majority of the game including gameplay design, environments, story, music, and presentation is created directly by human developers. AI-generated content is not central to the experience and is used only as part of the normal development workflow.
This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team.
Some character portraits were created using AI-assisted tools and then edited manually
During development, some visual assets were created with the assistance of generative AI tools as part of the content creation process, including certain achievement icons. In all cases, the assets were reviewed, edited, and integrated by the development team. The final game experience reflects the creative direction and artistic decisions of the developers.
Only to create images and arts.
We used AI for some images and code lines and musics. Chat GPT, Suno and Cursor helped me for this project.
We used AI in certain parts of the process when creating the capsule images on our game’s store page.
Some images in the game were created using generative AI.
Some graphics were recreated, reworked, or replicated using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Porthole - Local Port Sharing In-game content text | Generative AI tools were used during development, including for localization of in-game text. | SeStudio | 719 | Jul 18, 2026 | |
フォーチュリア:交易路の開拓者 In-game content artaudiocodetext | Generative AI was used as an assistive tool for some parts of the following game development tasks:
(Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.) | FUJIYAMA ENTERTAINMENT | - | Jul 9, 2026 | |
Pirate Attack: Ocean Survival Store/marketing artcode | -Ai created the picture for the shop site
-helped programming the game | Minima Games | - | Jul 1, 2026 | |
Forsaken Fleet In-game content artaudio | Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX.
Gameplay systems and mechanics do not rely on AI-generated content.
All generated assets are owned and licensed by us. | Zakym s. r. o. | - | Jun 28, 2026 | |
Plunder Bay In-game content artaudio | During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions. | MustDev | - | Jun 16, 2026 | |
Plunderfall Store/marketing artaudio | All 3D assets are from Synty Studios. Due to budget constraints (rideshare driver) I used generative AI for some pre-rendered artwork, store/marketing imagery, and voiceover content (I intend to replace all that by human-made content over time). The game does not use live generative AI during gameplay. | Rocha Games | - | Jun 12, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
大航海征途 Dev only artcode | 本游戏使用生成式 AI 作为辅助开发工具。该技术主要用于加速 2D/3D 美术资产的原型设计及部分代码的编写。游戏的核心玩法逻辑与主要叙事均由人工设计并编写,AI 仅作为生产力工具使用,不涉及任何形式的玩家数据收集或训练。 | AoXiaQu Tech Co., Ltd. | - | Jun 8, 2026 | |
Breeze Of Adventure In-game content artaudio | We used both to create the images on the Steam page, as well as to create the music and sound in the game. | Carpe Diem Studio | - | Jun 3, 2026 | |
Age of Magellan: Sail the entire Planet In-game content text | The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created. | Boanerges Games | - | Jun 3, 2026 | |
Sail Ho! In-game content text | Generative AI used for only localization on interfaces and subtitles. | deli.pixel studios | - | Jun 3, 2026 | |
FOAMGRAVE In-game content artaudio | FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer. | TriadPixel | - | Jun 3, 2026 | |
One More Dig! Store/marketing arttext | We use artificial intelligence to create the images and text on our store page. | Lance Games | - | 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 | |
Nerd Shop Simulator In-game content art | Some visual assets such as fictional product packaging, posters, decorative graphics, icons and marketing materials were created with the help of generative AI and then reviewed/edited before being included in the game. | Patrick Schlothmann | - | May 23, 2026 | |
TechnoMayan In-game content arttext | While we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible. | SparkInBox studio | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
The Pirate: Republic of Nassau In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget.
Here is exactly how we utilized generative AI in our game:
• We used generative AI during the prototyping and concept art phases. Every AI-generated image was manually modified, iterated upon, and finalized by our artist.
• The sea shanties in the game feature AI-generated vocals and music, but the lyrics are original and written by our team.
• Certain voice-over (VO) lines were generated using AI. | Home Net Games | 23 | May 23, 2026 | |
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 25 | May 23, 2026 | |
Alehundred In-game content text | AI tools were used to assist with localization and drafting store page descriptions. | Alehundred | - | May 23, 2026 | |
Cursed Tails In-game content art | The card artwork in the current version of the game was created using generative AI tools and then manually edited and refined by the developer. AI was not used for gameplay code or core story content. These artworks are intended as temporary assets and are planned to be replaced with commissioned artwork in the future. | Sycix | - | May 23, 2026 | |
末日货轮:Doomsday Cargo Ship In-game content art | 在游戏中loading界面和结局动画,使用了人工智能生成 | goodmoxing | - | May 23, 2026 | |
Dig, Dig, Die In-game content audioarttext | We used AI to generate initial music tracks, concept art, and temporary translations into some languages.
All materials were then thoroughly edited, reworked, and finalized by humans.
Nothing went straight from the generator into the game. | Alice Games | - | May 23, 2026 | |
Spaceport Kingdom Dev only code | No AI was used for art, animation, sound effects, and music. AI tools were only used for scripting assistance, refactoring, and debugging. | Spaceport Kingdom | - | May 23, 2026 | |
CALYPSO - BRETHREN OF THE COAST art | AI is being used only on promotional materials of the game as such as posters, banners. | Madbyte Games | - | May 23, 2026 | |
The Lighthouse of Black Salt In-game content audio | This game uses AI text-to-speech for narration. All written content is created by the developer. | Light Source | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Salt & Storms In-game content artaudio | Some art assets (cargo icons, music tracks, marketing images) were created with assistance from AI generation tools and refined by the developer. All game code, design, and gameplay systems are human-created. No AI content is generated at runtime during gameplay. | Shoogar Games | - | Mar 18, 2026 | |
LOGBOOK: Beneath the Storm In-game content artaudiocodetext | Some game assets were created with the assistance of generative AI tools during development. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency, quality, and originality. | Pink Iceberg Games | - | Mar 18, 2026 | |
卡牌求生:阴暗航线 In-game content art | Some of the card artworks were generated with AI assistance | HuHu Game | - | Mar 18, 2026 | |
99 Lives - Russian Roulette In-game content art | Used AI for Game logo and icons | Gamma Games LLC | - | Mar 18, 2026 | |
Cosmic Gold Rush In-game content artcode | AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented. | Prospera Mentis | - | Mar 18, 2026 | |
Don't press X to free the pirate! In-game content audio | If you could peek inside my code or topology, you would BEG me to use AI to fix it. BUT NO. This crap is handmade and stays that way! The soundtrack, however, is a hybrid: I used generative AI to create raw textures, which I then manually arranged and mixed. | Okamisen | 14 | Mar 18, 2026 | |
Seven Seas Jewels 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 | - | Mar 18, 2026 | |
Chrono Spin In-game content artcode | Generative AI tools were used during development to assist in asset creation. This includes:
Certain art assets (character sprites, backgrounds, UI icons) were generated by AI and manually retouched.
AI assistance was used for writing game code. All AI-generated content has been reviewed to ensure it contains no illegal or infringing material. | YF Indie | - | Mar 18, 2026 | |
Captain Duck In-game content art | We use generative AI for some in-game assets and store images, with all final adjustments and edits performed manually. | StudioShimazu | 15 | Mar 18, 2026 | |
Pirate's Dual In-game content art | Generative AI was used to create the main promotional image/poster displayed on the Steam Store Page. All in-game content, code, and assets were created by the developer | HaddajiDev | - | Mar 18, 2026 | |
Blobbymite: Hero Of Power Dev only code | Certain mechanics and rendering optomizations were created using LLM(s). Majority of the code was written by me and some parts were taken from copyright-free tutorials on Youtube and Stack Overflow. | BlobbymiteGames | - | Mar 18, 2026 | |
Geckos & Deckos In-game content audio | The main menu song was created with the help of artificial intelligence. | Twin Origins | - | Mar 18, 2026 | |
Resort Island Simulator: Prologue In-game content audiotext | Artificial intelligence tools were used to assist with the game's voice acting and localization translations. | Tenjin Games | 47 | Mar 18, 2026 | |
Mutiny In-game content art | AI helped create the foundational concept for the main logo and card icon. | Adrien Richard | - | Mar 18, 2026 | |
Sime Returns Dev only | AI tools were used in a limited, supporting role during development to assist with certain technical and creative tasks. The vast majority of the game including gameplay design, environments, story, music, and presentation is created directly by human developers. AI-generated content is not central to the experience and is used only as part of the normal development workflow. | Grande Spallone Games | - | Mar 18, 2026 | |
Death Flags: The Beginning of the End – Chapter I In-game content artcode | This game uses generative artificial intelligence in a limited capacity to create some user interface images and visual elements for the narrative videos. AI was also used to support the writing of certain code snippets during development. No AI-generated content was used directly; everything was modified and adapted to integrate seamlessly with the game's visual and technical style. The 3D models, most of the code, and the overall design were developed manually by the team. | Disaster Project | - | Mar 18, 2026 | |
The Drowned Deal In-game content art | Some character portraits were created using AI-assisted tools and then edited manually | RB Games Studio | - | Mar 18, 2026 | |
Captain Puff MacFly In-game content art | During development, some visual assets were created with the assistance of generative AI tools as part of the content creation process, including certain achievement icons. In all cases, the assets were reviewed, edited, and integrated by the development team. The final game experience reflects the creative direction and artistic decisions of the developers. | MVCAO Studios | 24 | Mar 18, 2026 | |
SeArena Store/marketing art | Only to create images and arts. | Erich Meurer | - | Mar 18, 2026 | |
Ocean of Vengeance In-game content artcodeaudio | We used AI for some images and code lines and musics.
Chat GPT, Suno and Cursor helped me for this project. | Voidvania | - | Mar 18, 2026 | |
Kraken's Bar Store/marketing art | We used AI in certain parts of the process when creating the capsule images on our game’s store page. | Playactive Games | - | Mar 18, 2026 | |
Pray Or Die In-game content art | Some images in the game were created using generative AI. | Hyper-Ego Games | - | Mar 18, 2026 | |
Clicker Clicker Treasure Picker In-game content art | Some graphics were recreated, reworked, or replicated using AI. | EYVALON ENTERTAINMENT | - | Mar 18, 2026 |