Generative AI was used during development to create images for in-game assets.
- Creator
- DANQ
- Reviews
- -
- Added
- Oct 3, 2026
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Generative AI was used during development to create images for in-game assets.
Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay.
Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
Generative AI tools were used during development to create and refine visual assets, character portraits, environmental textures, cinematic footage, music, sound effects, story text, translations, and artwork for the store page and promotional materials. These materials were selected, edited, and integrated during development. No AI content is generated during gameplay.
Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay.
This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
Pre-generated content (created during development, not generated while playing): - The ending theme song "さくら色の上履き" was created with Suno. - The title logos were generated with an AI image tool and reviewed by the developer. - Game artwork (scenes, character art and illustrations) was created with the help of AI image generation and upscaled with Real-ESRGAN, then selected and edited by the developer. - AI assistants (Codex, Claude) were used to help write code and to draft/translate some text; all story text was reviewed by the developer. The game does not generate any content with AI at runtime.
Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding.
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
Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay.
3D models, BGM, and draft translations were created with the assistance of generative AI.
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.
LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play.
Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human.
AI tools were used solely to translate the game's text from my native language as accurately as possible.
Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay.
Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy.
Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play.
"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."
We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way. No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay.
This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists.
We used AI to generate the code, UI assets, localization, and promotional materials for this project (the reference images for the AI were sourced from *Oath of Miko*).
AI is used for the image creations (popups, menu items and dialogs included) only.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play.
Generative AI was used during development to create visual art, sound effects, music, and text/localization, including store and marketing assets. These assets were reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
During the production of the game, the art creation was assisted by AI.
AI was used for art, audio, text and translations, including store artwork. No AI generation during gameplay.
This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play.
Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime.
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.
We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style.
Some of the images in the game were stylized using AI.
Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay.
An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID
Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
The in-game text was localised with the help of generative AI.
This game utilizes AI for the localization and translation of language content, and employs AI to generate the basic materials for in-game graphic resources (requiring manual post-processing). Additionally, the music in the game is also generated using AI
The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence.
In-game text translations were generated with the assistance of AI translation tools.
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.
Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page. These images are promotional illustrations and are a good representation of the in-game visuals.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tickerbound In-game content art | Generative AI was used during development to create images for in-game assets. | DANQ | - | Oct 3, 2026 | |
ROTORORA Drone Racing In-game content audiotext | Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay. | JinCycle | - | Oct 3, 2026 | |
Build Christmas In-game content arttextaudio | Generative AI tools were used during development to create artwork, icons, 3D assets, written content, and trailer narration. This content is reviewed, refined, and integrated under the developer’s creative direction. The game does not generate AI content during gameplay. | Cozy Gridworks | - | Oct 3, 2026 | |
It'll Hold In-game content arttext | Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play. | CORS Services | - | Oct 3, 2026 | |
IRONWOUND In-game content artaudiotext | Generative AI tools were used during development to create and refine visual assets, character portraits, environmental textures, cinematic footage, music, sound effects, story text, translations, and artwork for the store page and promotional materials. These materials were selected, edited, and integrated during development. No AI content is generated during gameplay. | SlavaGames | - | Oct 3, 2026 | |
Brine and Brass In-game content artaudiotextcode | Brine & Brass is a solo project by Remoria, assisted by AI. GPT assisted with game programming, in-game writing, artwork-drawing scripts, and procedural music and sound code. The artwork is rendered from project drawing code, and the audio uses local waveform synthesis. No generative AI model or online AI service runs during gameplay. | Remoria | - | Oct 3, 2026 | |
Kill You Again In-game content art | This game utilizes generative AI for a significant portion of its art assets. Many AI-assisted elements underwent manual editing and modification by the developer before being integrated into the final game. | Deadbear | - | Oct 3, 2026 | |
Case Opened In-game content art | Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release. | Under20 | - | Oct 3, 2026 | |
Aili Is Here In-game content artaudiotextcode | Pre-generated content (created during development, not generated while playing):
- The ending theme song "さくら色の上履き" was created with Suno.
- The title logos were generated with an AI image tool and reviewed by the developer.
- Game artwork (scenes, character art and illustrations) was created with the help of AI image generation and upscaled with Real-ESRGAN, then selected and edited by the developer.
- AI assistants (Codex, Claude) were used to help write code and to draft/translate some text; all story text was reviewed by the developer.
The game does not generate any content with AI at runtime. | 550 Atelier | - | Oct 3, 2026 | |
Owl Skips In-game content art | Generative AI tools were used during development to assist with visual concepting and the creation of some pre-generated art assets, including upgrade icons, rope textures, and elements of the game's logo/branding. | OwlCommunity | - | 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 | |
Hippocratic Chaos In-game content artaudio | Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay. | Maxilos | - | Oct 3, 2026 | |
KROSTEL: Architecture Bureau Simulator In-game content artaudiotext | Generative AI tools were used during development to assist in creating certain pre-generated visual assets, music/audio, and localization content. All such content is fixed in the shipped game and reviewed by the developer. No AI-generated content is created during gameplay. | KROSTEL Games | - | Oct 3, 2026 | |
Trolley Problem Is Not Problem In-game content artaudiotext | 3D models, BGM, and draft translations were created with the assistance of generative AI. | soyukke | - | 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 | |
LUMENKEEP In-game content artaudiocode | LUMENKEEP was built by a solo developer working with AI development tools. AI assisted in generating the game's code, procedural geometry, shaders, and audio during development, under direct human direction and review; there is no hand-drawn art, hand-animation, or human-recorded audio in the game. LUMENKEEP does not use AI to generate content live during gameplay, and does not connect to any third-party AI service while you play. | Milivoje Simonovic | - | 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 | |
Sort Them Eggs In-game content text | AI tools were used solely to translate the game's text from my native language as accurately as possible. | Razzu | - | Oct 3, 2026 | |
Skate N Chill In-game content artaudio | Skate N Chill uses pre-generated AI artwork and instrumental music created with Suno. AI-generated artwork is also used in store and promotional materials. These assets are prepared before release; no AI content is generated during gameplay. | Off Hours Studio | - | Oct 3, 2026 | |
Something in the Rows In-game content art | Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy. | Distorted Games Studio | - | Oct 3, 2026 | |
Crawlgan In-game content artaudiotext | Crawlgan uses generative AI for pre-made content only. All artwork, music and sound effects in the game and on this store page were created with generative AI tools, then selected and edited by the developer. The game text and store page are translated into other languages with AI assistance. Nothing is generated by AI while you play. | Haz Studio | - | 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 | |
Tidy Up the Halloween Shop In-game content artaudiotext | We use generative AI across all disciplines of game development, most often with heavy amounts of human editing. That involves audio and visual art, 3D models, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon Games | - | Oct 3, 2026 | |
Tollmire In-game content text | The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas. | Smartstift | - | Oct 3, 2026 | |
Go&Bust In-game content artaudio | Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay. | Enomme | - | Oct 3, 2026 | |
Deviant District In-game content art | This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists. | Petrichor Creation Group | - | Oct 3, 2026 | |
Simple Card TCG Craft In-game content codearttext | We used AI to generate the code, UI assets, localization, and promotional materials for this project (the reference images for the AI were sourced from *Oath of Miko*). | PotS | - | Oct 3, 2026 | |
RPM: Next Drag Racing Simulator In-game content art | AI is used for the image creations (popups, menu items and dialogs included) only. | AKILLIMUM TECHNOLOGY OU | - | Oct 3, 2026 | |
Gimby In-game content codearttext | AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code. | Gimby Studios | - | Oct 3, 2026 | |
Refluff: Carpet Cleaning ASMR In-game content art | Some 3D models in this game - the cleaning tool heads - were created with an AI 3D model generation tool and then edited by hand. Everything else was made without generative AI: the simulation and code, the sound effects (real recordings), the carpet photographs and all store page artwork. No content is generated by AI while you play. | Vahov Games | - | Oct 3, 2026 | |
Monkey Overdrive In-game content artaudiotext | Generative AI was used during development to create visual art, sound effects, music, and text/localization, including store and marketing assets. These assets were reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | SNobi Games | - | Oct 3, 2026 | |
破阵子·南洋 In-game content art | During the production of the game, the art creation was assisted by AI. | 瓦舍游戏 | - | Oct 3, 2026 | |
Luskandash In-game content artaudiotext | AI was used for art, audio, text and translations, including store artwork. No AI generation during gameplay. | weather | - | Oct 3, 2026 | |
Pop the Balloon In-game content artaudiotext | This game was developed with the help of generative AI tools. AI was used to create pre-generated content that ships with the game: the balloon artwork, menu backgrounds, achievement icons and other visual assets, the music, the sound effects, and parts of the in-game text and the German/English localization. AI coding assistants were also used during development. All content was selected, edited and assembled by the developer. No content is generated by AI while you play. | Myobia Motion Studio | - | Oct 3, 2026 | |
Kick4Two In-game content artaudiotextcode | Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime. | opinionampGames | - | 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 | |
Desktop Theme Park In-game content artaudiotext | We used AI tools to help create artwork, music, and text, including translations. We selected and refined the visuals to fit Desktop Theme Park’s cartoon style. | Tiny Pause | - | Oct 3, 2026 | |
unligal In-game content art | Some of the images in the game were stylized using AI. | RUKA Industries | - | Oct 3, 2026 | |
Handful of Dice In-game content arttext | Generative AI was used for reference images for some 3D models, materials and images, and store artwork. Certain portions of tooling workflows for asset creation are driven by AI agents. AI was also used to assist with written text and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. No content is generated by AI during gameplay. | GoodXP | - | Oct 3, 2026 | |
CropCorp In-game content codetext | An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID | Web Level Up | - | Oct 3, 2026 | |
Open Daily in NYC In-game content arttext | Some environment, item, interface, and branding artwork was created with assistance from generative AI and then selected, edited, and integrated by the developer. AI tools also assisted with drafting or translating some text and localization, which were reviewed by the developer. The game does not use live-generated AI content during gameplay. | Ruiqi | - | Oct 3, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 | |
Fresh Market Simulator In-game content art | Decorative artwork and background shop-window textures in the game, as well as Steam store capsule artwork, library artwork, logos and icons, were generated with AI before release. No AI content is generated during gameplay. | GFZ Games | - | Oct 3, 2026 | |
Secrets of Salem: Tarot Murders Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | DominiGames | - | Oct 3, 2026 | |
Dr. Tod's Very Good Clinic In-game content text | The in-game text was localised with the help of generative AI. | Natto Chicken | - | Oct 3, 2026 | |
Cats Bring Wealth And Prosperity In-game content textartaudio | This game utilizes AI for the localization and translation of language content, and employs AI to generate the basic materials for in-game graphic resources (requiring manual post-processing). Additionally, the music in the game is also generated using AI | LuoJun | - | Oct 3, 2026 | |
Car? What Car? In-game content audioarttext | The music and some of the images were created using artificial intelligence. Localization into some languages was performed using artificial intelligence. | WINYCH GAMES | - | Oct 3, 2026 | |
Taco Truck Simulator In-game content text | In-game text translations were generated with the assistance of AI translation tools. | Taco Hero Studio | - | 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 | |
Station 12 In-game content art | Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page.
These images are promotional illustrations and are a good representation of the in-game visuals. | John Kircher | - | Oct 3, 2026 |