Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
- Creator
- BinkyGames
- Reviews
- -
- Added
- Sep 27, 2026
Public Steam disclosure research 25,394 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay.
backgrounds and logo created by AI.
Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services.
During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons. In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay.
The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans.
HYALOSFALL uses generative AI in part of its audio and text. Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces. Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand. Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok. Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools. Nothing is generated while you play. The game ships no AI models and makes no network connections.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation.
localization assistance.
During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
Completed in collaboration with Codex
The voice lines in this game were generated using AI text-to-speech tools. We are a small team of two people, and professional voice acting was beyond the budget of this project.
AI was used for assets, code and some sounds
some videos and images are produced by ai
AI tools were used in the creation of every part of this game, including art, text, localization, audio and code.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
只用于制作宣传素材
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
Some promotional artwork for this game (such as the store capsule image) was created with the help of generative AI tools and then edited by hand. All in-game content — 3D models, animations, sound effects, interface and code — was created without generative AI. The game does not use AI during gameplay and does not connect to any external AI service.
AI-Assisted Scripting. AI-assisted in parts of the Art & Visual Assets. AI-Assisted Music & Vocal Production.
Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game.
用于产品的宣传素材制作
Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play. Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
Artificial intelligence support has been utilized for technical and visual assets.
Artwork: created with generative AI, pre-rendered, hand-curated and edited. Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012. Runtime: no AI is used while the game is running.
Generativer Inhalt: Bild, Props
All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Music was produced with generative AI tools.
Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with draft text, localization, concept references, and asset iteration. All final content included in the game has been reviewed and edited by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create 2D art assets, UI elements, and icons.
We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content.
Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GemCremental Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Sep 27, 2026 | |
Metromino In-game content art | Generative AI was used during development to create and refine some 2D visual assets, such as building artwork, icons, and promotional graphics. All AI-generated content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | codebooster | - | Sep 27, 2026 | |
101 Circuits In-game content audiocode | AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language. | Chilling Moose Games | - | Sep 27, 2026 | |
Object P-1: Beyond the Threshold — Idle Store/marketing artaudiocode | Generative AI tools were used to assist with some promotional/store artwork, minor code edits, and the improvement and iteration of some music. AI-generated content is not created dynamically during gameplay. | Ural Birds | - | Sep 27, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
鬆獅蜥育成所 In-game content arttext | Generative AI tools were used during development to assist with the creation and adjustment of some visual assets, localized text, and other production content. All AI-assisted content was created before release and was reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI during runtime, and no player input is sent to generative AI services. | KOKUTAN GAMES | - | Sep 27, 2026 | |
Strive Card In-game content artaudiotext | During development, this game used generative AI tools to assist in creating some content: some card illustrations, character art, and scene images were initially generated by AI, then manually selected, redrawn, and post-processed by the developer. Some music, sound effects, and text were also created with AI assistance and finalized after item-by-item revisions by the developer. Some assets used on the store page and promotional images were also produced with the assistance of the above tools. The game does not contain any AI content generated in real time at runtime, and does not use any third-party copyrighted characters, assets, or trademarks. | 赤兔工作室 | - | Sep 27, 2026 | |
Pickleball Tycoon In-game content artaudiotext | Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play. | Santiago Piedras Gonzalez | - | Sep 27, 2026 | |
Suspencil Live AI audioarttext | This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay. | KUROKIRI GAMES | - | Sep 27, 2026 | |
Path & Match In-game content artaudio | Generative AI was used during development for a small number of visual assets and background music. All AI-generated content was carefully directed, reviewed, and edited by the developer to maintain the game's quality, consistency, and artistic vision. No AI-generated content is created during gameplay. | RK9 Games | - | Sep 27, 2026 | |
Stellarite Miner In-game content text | The game's original languages are Portuguese and English. Generative AI was used exclusively to translate and localize the text into the other supported languages, making the game accessible to more players worldwide at launch. All code, game design, artwork, audio, and original Portuguese and English text were created by humans. | Rising Moon Games | - | Sep 27, 2026 | |
HYALOSFALL In-game content audiotext | HYALOSFALL uses generative AI in part of its audio and text.
Music. The eleven soundtrack recordings were created with Suno by the developer, under a paid subscription that grants commercial rights. The fallback synthesiser melodies — played when a recording is unavailable — are derived from those same pieces.
Translations. The in-game text was translated into twelve languages with AI assistance. The Spanish source text is written by hand.
Store and marketing material. The trailer music was created with Suno, and the studio intro animation with Grok.
Everything else is not AI-generated. The 3D models, textures, visual effects, sound effects and level designs are produced by the project's own code and tools.
Nothing is generated while you play. The game ships no AI models and makes no network connections. | NORBILANDIA | - | Sep 27, 2026 | |
Idle Alien Fishing In-game content text | Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running. | AndrewKndd | - | Sep 27, 2026 | |
JANKEN 100 In-game content artaudiotext | Generative AI was used as a production aid for some images, music, localization, and related content. All generated materials were reviewed and edited by the developer before being used in the game or related assets. No AI-generated content is created during gameplay. | LACADA | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
Sprayed to Rest: Bear Hollow Unclear artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. 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 | - | Sep 27, 2026 | |
字魂三国:均衡天下 In-game content artaudiocodetext | Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play. | 歪DOC | - | Sep 27, 2026 | |
Escape From Chronos In-game content artcode | Character, enemy and environment art were generated with AI tools, then curated, edited and integrated by the developer. Music and sound are procedurally composed in-engine (not AI-generated). Code was written by the developer with AI assistance. The game contains no live/runtime AI generation. | Drifting Minds Studio | - | Sep 27, 2026 | |
Looping Fields Beyond In-game content text | localization assistance. | Zakharov Viacheslav | - | Sep 27, 2026 | |
The King Speaks Dev only | During development, I used procedural and AI-based tools to assist with content creation. The final game reflects my own creative direction and design choices. | Kangru Games | - | Sep 27, 2026 | |
Scope Creep In-game content text | The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service. | NAMEMYZ | - | Sep 27, 2026 | |
In My Pants general | Completed in collaboration with Codex | Pnuts_Big | - | Sep 27, 2026 | |
Time Well Spent: Tidy Up the Watch Shop In-game content audio | The voice lines in this game were generated using AI text-to-speech tools. We are a small team of two people, and professional voice acting was beyond the budget of this project. | guilemus | - | Sep 27, 2026 | |
Debt & Daylight In-game content artcodeaudio | AI was used for assets, code and some sounds | Nextgenrun games | - | Sep 27, 2026 | |
War Of The Twelve Store/marketing art | some videos and images are produced by ai | Lumivane Studio | - | Sep 27, 2026 | |
Rosalia: Match-3 Puzzle In-game content arttextaudiocode | AI tools were used in the creation of every part of this game, including art, text, localization, audio and code. | Frostbyte Forge | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 | |
牛马沉默之绝世传奇 In-game content art | 只用于制作宣传素材 | 牛马沉默 | - | Sep 27, 2026 | |
Everything You Need In-game content artaudio | I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore! | Raymond Williams | - | Sep 27, 2026 | |
Court of Lies art | Some promotional artwork for this game (such as the store capsule image)
was created with the help of generative AI tools and then edited by hand.
All in-game content — 3D models, animations, sound effects, interface and
code — was created without generative AI. The game does not use AI during
gameplay and does not connect to any external AI service. | TAMGA Games | - | Sep 27, 2026 | |
Nothing But Cats In-game content artaudio | AI-Assisted Scripting.
AI-assisted in parts of the Art & Visual Assets.
AI-Assisted Music & Vocal Production. | Actual indie game | - | Sep 27, 2026 | |
Emergency Warp In-game content artaudio | Generative AI tools were utilized to generate base assets for various 3D models and musical tracks. All AI-generated content was subsequently edited, refined, and integrated manually to match the vision of the game. | Erbcode | - | Sep 27, 2026 | |
君临天下之风云传奇 Store/marketing art | 用于产品的宣传素材制作 | 君临天下之风云传奇 | - | Sep 27, 2026 | |
水球啪啦 In-game content artaudiotext | Generative AI tools were used during development to create portions of the game's visual artwork, sound effects, music, and localized text, as well as promotional artwork for the Steam store page. This includes pre-rendered background illustrations, promotional capsule images, audio assets, and AI-generated translations. | 蛋生遊戲(eggdiygames) | - | Sep 27, 2026 | |
MEGA TAG PANIC In-game content artaudiotext | AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources. | Big Dot Games | - | Sep 27, 2026 | |
Kamira In-game content art | Artificial intelligence support has been utilized for technical and visual assets. | Daymark Studio | - | Sep 27, 2026 | |
Skulls and Sweets In-game content art | Artwork: created with generative AI, pre-rendered, hand-curated and edited.
Code and design: 100% human-written, built on a match-3 framework I've developed and shipped five games with since 2012.
Runtime: no AI is used while the game is running. | DOOM METAL GAMES | - | Sep 27, 2026 | |
phpFarm In-game content art | Generativer Inhalt: Bild, Props | Rhou | - | Sep 27, 2026 | |
GuGuGaGa-DeskPet In-game content artaudiocode | All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed. | MageStudio | - | Sep 27, 2026 | |
MEMOLOGY: CHINESE MEMES In-game content art | Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans. | Piece Of Voxel | - | Sep 27, 2026 | |
Puzzle Simulator In-game content audio | Music was produced with generative AI tools. | Bubble Games | - | Sep 27, 2026 | |
Dragonwynde In-game content artaudio | Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime. | Ikihonka Studios | - | Sep 27, 2026 | |
Play and Learn: German In-game content artaudiotext | Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay. | Recep Cinet | - | Sep 27, 2026 | |
重建避难所 In-game content textart | Generative AI tools were used during development to assist with draft text, localization, concept references, and asset iteration. All final content included in the game has been reviewed and edited by the developer. The game does not generate AI content during gameplay. | JAM Game Studio | - | Sep 27, 2026 | |
种啥长啥:这个农场不太对 In-game content art | Generative AI tools were used during development to create 2D art assets, UI elements, and icons. | Odd Sprout Studio | - | Sep 27, 2026 | |
One Button Sports In-game content arttextcode | We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content. | Pixelated Games | - | Sep 27, 2026 | |
Poop Killer - The Golden Fart In-game content arttext | Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay. | 616 GAMES | - | Sep 27, 2026 | |
Football Academy Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Kiki Games | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Dahntahn Duels Store/marketing art | Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets. | Git Aht Games | - | Sep 27, 2026 |