Description is assisted by AI (temporary)
- Creator
- Flawed Games
- Reviews
- -
- Added
- Oct 10, 2026
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Description is assisted by AI (temporary)
-AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content.
Generative AI supported the creation of parts of the artwork, sound effects and particular translations, all of which were carefully selected and refined by the developers. No AI content is generated during play.
Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay.
Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play.
Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game. Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game.
Character, enemy, and terrain sprites and the key art were produced with AI image tools from our own concept art and style references, then selected, corrected, and composited by hand. All game rules, code, writing, board layout, and interface art are made by the developer without generative AI at runtime. The game does not generate content with AI while you play.
ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis.
Some of the store capsule and key art was created with AI image generation tools and then edited by our team.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development.
IDE Code assistant used to optimize parts of the game's code and resolve bugs. Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running.
Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials. These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary. The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me. The game does not generate AI content during gameplay.
All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services.
Some in-game visual assets were created with the assistance of generative AI. All AI-assisted content is pre-generated and included in the shipped game; no content is generated during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time.
[Generative AI Disclosure]This game contains content created or assisted by generative AI, including:Images: [card illustrations, backgrounds, UI icons, marketing art, etc.]Text: [in-game text, descriptions, localization drafts, prompt text, etc.]Voice: [character voice, narration, voice-over prompts, etc.]These assets are pre-generated during development and have been reviewed, edited, and integrated by the development team. They are not generated in real time during gameplay.
Automated temporary localization files, that can be overrided by mods
This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay.
Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play.
Used AI generated UI and Art.
Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay.
Some item icons, sound effects and translations were created with the help of generative AI tools.
Some of the game’s artwork was created with the assistance of generative AI tools.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
for multilingual support
Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay.
Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game.
AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer.
The scene atmosphere images and the port and building illustrations in the game were generated using AI.
AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo.
Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay.
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 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 game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay.
Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
Hello! It’s a pleasure to greet you. I am the developer of Zero Colour. As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that. I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best. I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know. Thank you very much!
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
AI was used to create artwork, music, audio and store images. All content is pre-generated; no live AI or external AI services.
All game assets were manually designed in Blender by the developer. Only a small portion of pre-rendered artwork and cinematics involved AI.
AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated. The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI. AI Usage: AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Interlace Unclear | Description is assisted by AI (temporary) | Flawed Games | - | Oct 10, 2026 | |
Abax Dev only art | -AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content. | AtheridGames | - | Oct 10, 2026 | |
Crown of Ages In-game content artaudiotext | Generative AI supported the creation of parts of the artwork, sound effects and particular translations, all of which were carefully selected and refined by the developers. No AI content is generated during play. | Lunvero Studio | - | Oct 10, 2026 | |
Another Hero, Please In-game content artaudiotextcode | Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay. | Mole Plays | - | Oct 10, 2026 | |
Sons of Infinite Dawn In-game content art | Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services. | MDC Gaming | - | Oct 10, 2026 | |
Embersworn II: Throne of Endless Night In-game content art | Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay. | Embersworn II: Throne of Endless Night Studio | - | Oct 10, 2026 | |
unchess In-game content art | Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play. | Trash Games | - | Oct 10, 2026 | |
Queen's Pact In-game content artaudio | Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game.
Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game. | Basalt Breach | - | Oct 10, 2026 | |
Die Casting Together In-game content art | Character, enemy, and terrain sprites and the key art were produced with AI image tools from our own concept art and style references, then selected, corrected, and composited by hand. All game rules, code, writing, board layout, and interface art are made by the developer without generative AI at runtime. The game does not generate content with AI while you play. | KANTH Games | - | Oct 10, 2026 | |
ENROQUIA In-game content audioarttext | ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis. | NORBILANDIA | - | Oct 10, 2026 | |
DEFY Store/marketing art | Some of the store capsule and key art was created with AI image generation tools and then edited by our team. | The Real Z Studios | - | Oct 10, 2026 | |
Music Empire Tycoon In-game content art | AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items. | KokoGames | - | Oct 10, 2026 | |
Plinko Squad In-game content arttext | Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Natural Nomad | - | Oct 10, 2026 | |
Relicbearer TD In-game content art | The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development. | Coultergeistgames | - | Oct 10, 2026 | |
Conflict 2026 In-game content codeart | IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team. | Tiltan Games | - | Oct 10, 2026 | |
The Long Watch In-game content artaudiotextcode | Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running. | Lone Torch Games | - | Oct 10, 2026 | |
Pactmage - Chess Roster In-game content art | Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials.
These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary.
The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me.
The game does not generate AI content during gameplay. | Penzai Studio | - | Oct 10, 2026 | |
梁山叠义 In-game content artaudiotextcode | All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services. | XieMiao | - | Oct 10, 2026 | |
WHERE MEMORY FAILS In-game content art | Some in-game visual assets were created with the assistance of generative AI. All AI-assisted content is pre-generated and included in the shipped game; no content is generated during gameplay. | VARGA Digital | - | Oct 10, 2026 | |
GoldRush Store/marketing art | Generative AI tools were used during development to assist with the creation of some visual assets and promotional artwork. No generative AI is used during gameplay and no content is generated in real time. | LiberBlock | - | Oct 10, 2026 | |
FateFlop In-game content arttextaudio | [Generative AI Disclosure]This game contains content created or assisted by generative AI, including:Images: [card illustrations, backgrounds, UI icons, marketing art, etc.]Text: [in-game text, descriptions, localization drafts, prompt text, etc.]Voice: [character voice, narration, voice-over prompts, etc.]These assets are pre-generated during development and have been reviewed, edited, and integrated by the development team. They are not generated in real time during gameplay. | Gentleman Dog | - | Oct 10, 2026 | |
RailGame In-game content text | Automated temporary localization files, that can be overrided by mods | Levia Labs | - | Oct 10, 2026 | |
Astral Trials: Ascension In-game content artaudio | This game uses generative AI tools to assist in creating some content: pixel-art visuals (character, enemy, and card artwork, icons, and backgrounds) via PixelLab, and sound effects via ElevenLabs. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Kyle- Ninjutsu Entertainment LLC | - | Oct 10, 2026 | |
LOTH In-game content art | Generative AI tools were used during the development of Loth to create certain game assets. These AI-generated assets were reviewed, edited, and integrated into the game by the developer. No generative AI is used to create content in real time during gameplay. | DUCKNESS | - | Oct 10, 2026 | |
Starcore In-game content arttextaudio | Some artwork and promotional images, dialogue, synthesized character voices, and sound effects were created with generative AI tools during development. These are pre-generated, fixed assets. No content is generated by AI during gameplay, and the game does not connect to third-party AI services while you play. | Eternium Forge Studios | - | Oct 10, 2026 | |
Costume Duel: Girls Arena In-game content art | Used AI generated UI and Art. | 风宇冲 | - | Oct 10, 2026 | |
忍法连珠 In-game content artaudiotext | Some in-game icons and background music, as well as all character voice lines, were created using generative AI during development. The game does not generate AI content during gameplay. | Beetle Sage | - | Oct 10, 2026 | |
Pixel Survivors : Defense In-game content artaudiotext | Some item icons, sound effects and translations were created with the help of generative AI tools. | Amrita | - | Oct 9, 2026 | |
Starship Duel In-game content art | Some of the game’s artwork was created with the assistance of generative AI tools. | DD Games | - | Oct 9, 2026 | |
Banners & Crowns In-game content artaudiotextcode | The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used. | EDOBGames | - | Oct 9, 2026 | |
Keep on Digging! In-game content text | for multilingual support | Yamu Studios | - | Oct 9, 2026 | |
Zombie Siege In-game content artaudiotextcode | Generative AI was used to create or assist with game code, artwork, audio, written content, localization, and store marketing materials. Gameplay was designed by the developer. All content is prepared before release; no content or code is generated during gameplay, and no external AI services are used during gameplay. | PikaFun | - | Oct 9, 2026 | |
Lines of Conquest In-game content artaudio | Generative AI was used to create or assist in the creation of some visual assets and promotional artwork, as well as music tracks used in the game. | DIGIS | - | Oct 9, 2026 | |
Reapercussions In-game content artaudio | AI tools were used to help create some of the content, which was then selected and edited by the developer: the store page capsule and library images, the achievement icons, some item art, the Reaper cutscene videos, and some voice lines. Most in-game art, sound effects and fonts come from licensed asset packs, and the game's design, writing and rules are hand-crafted by a game designer. | Pastor Fussycat | - | Oct 9, 2026 | |
聚落1592 In-game content art | The scene atmosphere images and the port and building illustrations in the game were generated using AI. | 土猫 | - | Oct 9, 2026 | |
Tower Hero Survival In-game content artaudio | AI tools assisted with game development, particularly multiplayer systems, and with the creation of in-game artwork, animations, and music as well as store and marketing visuals, including the logo. | Polina Tingaeva | - | Oct 9, 2026 | |
Slay the Tire In-game content artaudiotext | Slay the Tire combines original human authorship with generative AI tools. I designed and wrote the game, its locations, and gameplay. AI assisted with visual assets, including card art, textures, 3D models, scenery, and marketing artwork, as well as audio production and store text. The soundtrack began as music I composed and performed on instruments, then used Suno for styling, orchestration, and production. All content is prepared during development; no AI content is generated during gameplay. | Save Point LLC | - | 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 | |
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 | |
CLOCKHEART — The Dead Hour In-game content art | The game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay. | AXONE GAMES | - | Oct 9, 2026 | |
Bullet Factory In-game content text | Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play. | MagicalWind | - | Oct 9, 2026 | |
Marble Factory In-game content audio | Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running. | Job's Done Games | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
Radar Shadow In-game content artaudiotext | Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime. | ZMEJ | - | Oct 9, 2026 | |
Zero Colour In-game content arttext | Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much! | coffeeandcookies2k | - | Oct 9, 2026 | |
Abenteurergildenmeister In-game content text | The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI. | Oiko | - | Oct 9, 2026 | |
巫师牌《Wizard Cards》 In-game content artaudio | AI was used to create artwork, music, audio and store images. All content is pre-generated; no live AI or external AI services. | fj游界 | - | Oct 9, 2026 | |
Chaos Chess Definitive Edition Store/marketing art | All game assets were manually designed in Blender by the developer. Only a small portion of pre-rendered artwork and cinematics involved AI. | Camis Publishers | - | Oct 9, 2026 | |
Patrol In-game content text | AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales. | REMO Games | - | Oct 9, 2026 | |
Greaselord In-game content arttext | No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI. | Cyb3rArtStudios | - | Oct 9, 2026 |