Generative Artificial Intelligence used to create background graphics and voices.
- Creator
- MICHAEL CHOURDAKIS
- Reviews
- -
- Added
- Oct 9, 2026
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Generative Artificial Intelligence used to create background graphics and voices.
Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play.
Generative AI was used during the development of this game to create code, illustrations, and audio assets.
Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create. Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay.
Game videos and images are generated using AIGC.
Some translations were generated with AI and are in beta, so more players can enjoy the game in their language. The art and music were made without AI.
Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
The 32 illustrations, the soundtrack and the sound effects in A to Zen were created with generative AI tools from the developer's own prompts, then selected, checked and edited by hand. The in-game texts, the store translations and parts of the game code were also made with AI assistance and reviewed and tested by the developer. Game design, puzzle mechanics and the chapter concept are the developer's own work. Nothing is generated while you play, and the game does not connect to any AI service.
Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game.
Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer: - 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine. - 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts. - Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned. - Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction. - Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game. No content is generated by AI while the game is running.
Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente.
The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
游戏内部分资产使用AI辅助生成
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development: Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair. Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
Some of the artwork was created with AI assistance.
Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running.
The store page is created with AI-assisted tools
The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime.
Generative AI tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team.
As a solo developer, I used generative AI to help create the game’s 440 different jar labels and localization content. Every label was individually reviewed by me and edited where necessary.
AI was used to assist with language localization and to create Steam page assets/promotional materials.
Some of the icons and help text were generated.
Generative AI was used to create pre-rendered English voice performances and selected music used in the game. All AI-generated content is fixed before release; GhostLine does not generate content during gameplay or connect to an external AI service.
AI was used to assist with text translation into Italian, Portuguese, Chinese, Japanese, Korean, Norwegian, Swedish and German. The translations are used in the store page and in-game. No other content in this game uses AI.
Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content.
Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay.
Generative AI was used during development to create character, environment artwork, and illustrated UI elements. Localization was AI-translated and separately AI-reviewed.
This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands.
Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs.
Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
All images on the Steam page were created using AI.
All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay.
The background images and horses pictures are pre-rendered AI art
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
Generative AI was used during the development of this game to create code, illustrations, and audio assets.
No AI image generators were used for the game's visuals. The clover, trees, and ground were modeled and textured in the 3D software Blender from the developer's own photos of the real thing, then assembled into a forest in Unity. The concept, the photography, and the decisions about how the game looks were all the developer's own. Made with help from AI • The game's code and the Blender scripts that build the shapes and textures. The developer checked the finished visuals side by side with the photos of the real thing. • The text in the game and on the store page, and its translation from Japanese into 10 languages, including English. The translations were made by AI and checked by a different AI. No native speaker has reviewed them, so if you spot a mistranslation, please report it through the support contact. The sounds are nature recordings made by other creators and released as CC0 or public domain. No AI runs while you play.
Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed.
Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play.
Programming, Graphics
Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service.
Art assets (card, mode and boss illustrations, backgrounds and store art) were created with generative AI tools and edited by the developer. No AI-generated content is created live during play.
Hey everyone! I used AI for three things that ship in this game: - The game logo, which also appears on the store capsules - A couple of real photos converted into an anime style photo, used as wall art in some of the environments. - The achievement icons are ai generated. That's everything. No other AI-generated art, no AI voices/music, and nothing generative running while you play.
Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay.
This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce: some character voices (text written by me, spoken with AI voice synthesis), some of the sound effects
Note: All story, art, and audio assets are original and human-made. Some scripting was developed with the assistance of AI-generated code.
As a solo developer I have utilized some AI-based tools to help during development. However all visuals in the game are generated procedurally by the game's own code
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
A Cruise for Murder In-game content artaudio | Generative Artificial Intelligence used to create background graphics and voices. | MICHAEL CHOURDAKIS | - | Oct 9, 2026 | |
COMPASSion: A Mender’s Tale In-game content art | Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play. | COMPASSion: A Mender’s Tale Studio | - | Oct 9, 2026 | |
DROPANIC In-game content artaudiocode | Generative AI was used during the development of this game to create code, illustrations, and audio assets. | mayoaji | - | Oct 9, 2026 | |
On Paper In-game content arttext | Nuclear Kitty Games is a human-led studio whose team brings 15 years of professional game-development experience. We use AI and large language models (LLMs) to support development and content creation, improve our workflows and speed up iteration. Our developers direct the design and development of every game, and review and integrate the final content. We are game makers and players who care about the games we create.
Some content included in this game and its promotional materials was created with generative AI assistance. No content is AI-generated during gameplay. | Nuclear Kitty Games | - | Oct 9, 2026 | |
榜一请报案 Store/marketing art | Game videos and images are generated using AIGC. | BackSnow Games | - | Oct 9, 2026 | |
Rooklite In-game content text | Some translations were generated with AI and are in beta, so more players can enjoy the game in their language.
The art and music were made without AI. | Elias Guyd | - | Oct 9, 2026 | |
TEMPLE BREAKER Store/marketing arttext | Generative AI tools were used to create visual artwork for the game and its marketing, and to assist with store-page text. These materials are prepared in advance. Temple Breaker does not generate content with AI during gameplay. | NEXTSQUARESTUDIO | - | Oct 9, 2026 | |
Fliptrail Store/marketing text | Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline. | 1114980610yuyu | - | Oct 9, 2026 | |
A to Zen: Cozy Anime Puzzle In-game content artaudiocodetext | The 32 illustrations, the soundtrack and the sound effects in A to Zen were created with generative AI tools from the developer's own prompts, then selected, checked and edited by hand. The in-game texts, the store translations and parts of the game code were also made with AI assistance and reviewed and tested by the developer. Game design, puzzle mechanics and the chapter concept are the developer's own work. Nothing is generated while you play, and the game does not connect to any AI service. | Pross Digital Studio | - | Oct 9, 2026 | |
She's Coming Over & My Place is a Dump! In-game content textaudio | Generative AI tools may be used to assist with text localization/translation and to support sound effects or background audio production during development. No AI-generated visual assets, 3D models, or artwork are used in the final build of the game. | We Had a Plan | - | Oct 9, 2026 | |
PRE-ECHO In-game content artaudiotext | Some content in PRE-ECHO was created with the help of generative AI tools during development and was then integrated, adjusted and art-directed by the developer:
- 3D models: the character and creature models, and many prop and vehicle models, were generated with Tripo from original reference images made for this project, then rigged, adjusted and textured in Blender and Unreal Engine.
- 2D art: some textures and interface images (such as the main-menu background, the workshop investigation board, journal and map paper, and inventory icons) were generated with image-generation tools from original prompts.
- Voices: all spoken lines are synthesized with the open-source Kokoro text-to-speech model using generic voices. No real person's voice was recorded or cloned.
- Text: the script, in-game text and English/Spanish localization were written with an AI assistant under the developer's direction.
- Store art: the store and library artwork was generated with AI image tools from the project's own character and creature references, then retouched by the developer. The logo was made without AI. The screenshots are unedited captures of the game.
No content is generated by AI while the game is running. | Simulsix | - | Oct 9, 2026 | |
Tidy Tails In-game content arttext | Parte del texturizado, la optimización de mallas y las traducciones se realizaron con ayuda de herramientas de IA generativa. Todo el contenido fue revisado y editado manualmente. | Dualbeam Studios | - | Oct 9, 2026 | |
WaxWire: Program the Hive In-game content text | The game's text is partially translated into multiple languages with the help of AI.
Feedback from native speakers is welcome. | dyskomworks | - | Oct 9, 2026 | |
PUZFLO: Run the Line In-game content artaudiotext | Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay. | Hajime | - | Oct 9, 2026 | |
念 Horizon In-game content art | 游戏内部分资产使用AI辅助生成 | IndigoIce Studio | - | Oct 9, 2026 | |
Memory Access Violation In-game content codeart | Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art. | De La Guardia Games | - | Oct 9, 2026 | |
Just Take Me to My Floor! In-game content artaudio | We've used most of the translations, most of the textures, most of the sound effects, and some 3D modeling. | SUGAMUE | - | Oct 9, 2026 | |
Gems & Palace In-game content artaudiotext | This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service. | FYF | - | Oct 9, 2026 | |
Brain Party In-game content art | Some of the artwork was created with AI assistance. | QZ_Studio | - | Oct 9, 2026 | |
Locard Dev only code | Some source code and internal editor tooling were written with the assistance of AI coding tools during development. All of it was reviewed, edited and tested by the developer. The game's story, dialogue, characters and design are human-written. Visual and audio assets come from licensed asset packs and human-made content. No content is generated by AI while the game is running. | JinjaGames | - | Oct 9, 2026 | |
1.76流派传奇 Store/marketing text | The store page is created with AI-assisted tools | 1.76流派传奇 | - | Oct 9, 2026 | |
しろを塗る Castle Paint In-game content art | The 3D character models and their textures in this game were created using a generative AI tool (Tripo AI), based on original images prepared by the developer. ChatGPT / DALL·E were also used to create UI icons, background art (sky and grass), and some textures. All generated results were reviewed and adjusted by the developer before being included in the game. The game does not generate any AI content at runtime. | tatmos | - | Oct 9, 2026 | |
PENTO In-game content artaudio | Generative AI tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team. | Gennadiy Balagurchyk | - | Oct 9, 2026 | |
Wizard Jars: Tidy Up Together In-game content arttext | As a solo developer, I used generative AI to help create the game’s 440 different jar labels and localization content. Every label was individually reviewed by me and edited where necessary. | Kelecik | - | Oct 9, 2026 | |
Emoji : Tidy Up In-game content textart | AI was used to assist with language localization and to create Steam page assets/promotional materials. | EmojiDev | - | Oct 9, 2026 | |
Subroutine: Deep Space In-game content arttext | Some of the icons and help text were generated. | The Bearded Dev | - | Oct 9, 2026 | |
GhostLine In-game content audio | Generative AI was used to create pre-rendered English voice performances and selected music used in the game. All AI-generated content is fixed before release; GhostLine does not generate content during gameplay or connect to an external AI service. | Forge World Studios | - | Oct 9, 2026 | |
Attkand In-game content text | AI was used to assist with text translation into Italian, Portuguese, Chinese, Japanese, Korean, Norwegian, Swedish and German. The translations are used in the store page and in-game.
No other content in this game uses AI. | Starhand Games | - | Oct 9, 2026 | |
Kaerun Store/marketing arttext | Generative AI was used only for selected pre-generated concept and marketing materials during development. These materials are reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not generate live text, images, audio, code, or other player-facing content. | Moorstone Studios | - | Oct 9, 2026 | |
Sort Them Dice In-game content arttext | Generative AI assisted with pre-generated branding, Steam capsule and library artwork, store descriptions and translations. No content is generated by AI during gameplay. | Dice Dice Dice | - | Oct 7, 2026 | |
Monsters, Inn Order! In-game content arttext | Generative AI was used during development to create character, environment artwork, and illustrated UI elements. Localization was AI-translated and separately AI-reviewed. | Monsters, Inn Order! | - | Oct 7, 2026 | |
Orange Braincell In-game content artaudiotextcode | This game's content including code, artwork, audio, and text was generated with AI tools and refined by human hands. | Artur Latkovsky | - | Oct 7, 2026 | |
Desert Springs In-game content artcode | Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs. | Robo Sombrero Studios | - | Oct 7, 2026 | |
BOOMSWEEPER In-game content artaudiotext | Some game assets were made with AI generation tools during development and then edited by us: the talent icons, the digger crew sprites, the sound effects and the music. Store descriptions were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Biggietronics | - | Oct 7, 2026 | |
Little Spring Store/marketing art | All images on the Steam page were created using AI. | LazyKraken | - | Oct 7, 2026 | |
추 : 그날의 악몽 In-game content audiotextcode | All AI use happened during development. The background music was created with an AI music generation tool and edited by the developer. Parts of the in-game text, the store page text and the scripts used to build the 3D models were written with the help of an AI assistant, then reviewed and edited by the developer. No AI content is generated during gameplay. | HyungDongStudio | - | Oct 7, 2026 | |
Chronime Puzzle: Horses In-game content art | The background images and horses pictures are pre-rendered AI art | Quantum Quiver Games | - | Oct 7, 2026 | |
WebBound Solitaire In-game content art | Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay. | ParALImedia | - | Oct 7, 2026 | |
SPLACHESS In-game content artaudiocode | Generative AI was used during the development of this game to create code, illustrations, and audio assets. | mayoaji | - | Oct 7, 2026 | |
Six-Leaf Clover Hunt In-game content textcode | No AI image generators were used for the game's visuals. The clover, trees, and ground were modeled and textured in the 3D software Blender from the developer's own photos of the real thing, then assembled into a forest in Unity. The concept, the photography, and the decisions about how the game looks were all the developer's own.
Made with help from AI
• The game's code and the Blender scripts that build the shapes and textures. The developer checked the finished visuals side by side with the photos of the real thing.
• The text in the game and on the store page, and its translation from Japanese into 10 languages, including English. The translations were made by AI and checked by a different AI. No native speaker has reviewed them, so if you spot a mistranslation, please report it through the support contact.
The sounds are nature recordings made by other creators and released as CC0 or public domain. No AI runs while you play. | 杜の羊 | - | Oct 7, 2026 | |
Farthest Dev only | Some AI was used to assist with managing the game's development and testing. The game concept, music, and visual elements are all human designed. | Futile | - | Oct 7, 2026 | |
Pipkind In-game content artaudiotext | Generative AI was used during development to create, pixel artwork, music and written content under our concept and design direction. The game contains pre-generated content only; it does not generate AI content during play. | Short Of Genius | - | Oct 7, 2026 | |
ハムスタイピング! Unclear artcode | Programming, Graphics | みらいゲームズ | - | Oct 7, 2026 | |
ムゲン階段 団地編 In-game content art | Pre-generated AI-assisted imagery is used for two in-game environment textures (an aged wall and a steel door surface) and for source artwork used in Steam store capsules. All outputs were reviewed and edited by the developer. The game does not generate content during play and does not connect to an external AI service. | Mori Mori Potato | - | Oct 7, 2026 | |
JANOLITH In-game content art | Art assets (card, mode and boss illustrations, backgrounds and store art) were created with generative AI tools and edited by the developer. No AI-generated content is created live during play. | 3dGecko | - | Oct 7, 2026 | |
Fridge Organizer In-game content art | Hey everyone! I used AI for three things that ship in this game:
- The game logo, which also appears on the store capsules
- A couple of real photos converted into an anime style photo, used as wall art in some of the environments.
- The achievement icons are ai generated.
That's everything. No other AI-generated art, no AI voices/music, and nothing generative running while you play. | Root Cellar Games | - | Oct 7, 2026 | |
Puzzle Peace: Cozy Jigsaw Puzzles In-game content artaudio | Puzzle Peace uses generative AI to help create puzzle artwork, music, and sound effects. As the developer, I direct the creative process, refine the generated material, and personally review and select the final assets to fit the game’s cozy style and atmosphere. All content is prepared before release; nothing is generated by AI during gameplay. | The Game Shelf | - | Oct 7, 2026 | |
Peasants in the Summer In-game content audio | This game was made by a solo developer with the help of generative AI tools. The world, buildings and 3D scenes are built and composed by hand. AI was used to produce:
some character voices (text written by me, spoken with AI voice synthesis),
some of the sound effects | Woweach Games | - | Oct 7, 2026 | |
嘶叫门徒YellingDisciple Dev only code | Note: All story, art, and audio assets are original and human-made. Some scripting was developed with the assistance of AI-generated code. | 茵果绿 | - | Oct 7, 2026 | |
Hasami: Moonlight Trim Dev only art | As a solo developer I have utilized some AI-based tools to help during development. However all visuals in the game are generated procedurally by the game's own code | Symfonim | - | Oct 7, 2026 |