We use generative AI for localization support. AI is not used for in-game content or gameplay.
- Creator
- Red-Squirg
- Reviews
- -
- Added
- Aug 11, 2026
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We use generative AI for localization support. AI is not used for in-game content or gameplay.
As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development. The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI.
This whole game exists because I wondered whether, with these tools, I could actually make one. Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials. The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers. I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay.
Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI).
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
This application uses AI tools in parts of its development process, including the creation of artwork used in the game and on the store page, the writing of the dialogue text shown by the characters, the tuning of behaviour algorithms, and the translation of the store page into multiple languages. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay.
Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated.
AI-generated content in Pin a Million: - Music: All in-game music tracks were created using generative AI (Suno). - Icons: The icon artwork on Peg and Perk cards was generated using AI tools. All on-board gameplay effects, animations, and visuals are hand-coded and rendered procedurally at runtime (no AI-generated content).
This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release.
Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
AI-Generated Content Disclosure This game uses AI-generated artwork for certain visual assets, including background art, illustrations, and promotional images used on the store page (key art, logo, and capsule images). All AI-generated visuals were curated and adjusted by the developer to fit the game's art style and tone.
The images of the improvements, the owl and part of soundtrack were created using artificial intelligence.
This title uses generative artificial intelligence in software development, the creation of art assets, and foreign-language localization. Given the constraints of our production schedule, the size of our team, and the professional responsibilities of our members outside this project, we chose to incorporate generative AI into certain parts of development in pursuit of a more complete and polished game. However, our team firmly believes that generative AI should help creators produce better work. It should never become an excuse for cutting corners, disregarding the creative process, or replacing skilled professionals. While working to deliver the most complete experience possible, these technologies enabled our engineers to explore directions that had previously been difficult to pursue because of limited time and manpower. These efforts include machine-learning-based image segmentation and depth mapping using motion-aware techniques, as well as redesigning low-level director systems and asset-management systems for art and text beyond the assistance provided by conventional game-engine tooling. We also recognize that the experience and judgment of professional creators cannot be replicated. Throughout the production of our artistic assets, the team has actively sought guidance from artists, engineers, and experienced professionals in relevant fields, and has continuously reviewed the final content in accordance with their professional advice. All generated output is subject to human review, selection, and adjustment. No generated material is included in the game without first being inspected. With regard to our art assets, we take copyright and creators’ rights in connection with generative AI very seriously. We believe that artists’ creative work and aesthetic expertise deserve stronger copyright protection. We have never trained models on others’ work without authorization, nor have we used LoRA models of unknown or unverifiable origin. We will not use an artist’s name, work, or distinctive style to train models or create imitations without permission, and we will never claim another creator’s work as our own. We understand that players may hold different views regarding generative AI, and we are committed to being transparent about how and where it has been used in this title, as well as the principles that guide our use of it. We will continue striving to ensure that both our own technology and generative AI serve as tools for creating a more complete work—not as excuses for avoiding creative responsibility, undermining the trust between creators and consumers, or producing inexpensive imitations. Finally, we sincerely thank you for your understanding and for holding us accountable.
Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services.
Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing.
Gravemaw's music was generated with Suno AI and its sound effects with Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed — before being placed in the game. Some store and marketing artwork was also produced with AI assistance. Every generated asset was reviewed by the developer before shipping. Nothing is generated while you play: the game runs fully offline and all content is baked into the build.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
This game is basically generated by AI
Use AI to assist with openness and appropriately generate various game materials!
Generative AI was used to help build and verify the internal power scaling and mechanics for the game
During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer.
Some of the game's 2D and 3D art assets — including 3D character models and environment props, background and biome art, and iconography — were produced with AI image/model generation tools during development, then hand-curated, edited, and processed into the game. No AI runs at play time; nothing is generated on the player's machine or via an external service.
Generative AI tools were used during development to assist in creating selected pre-generated 2D artwork used in the game and on the store page, including promotional illustrations and some visual assets. AI-assisted localization drafts were also used and subsequently reviewed and integrated by the developer. All included content was selected, edited, and prepared before release. The game does not generate AI content while running.
Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer.
The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay.
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting. All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
This game features background music generated with AI, used under a commercial license. Some of the supported-language translations were produced with AI assistance. All visual art and game code are hand-authored.
This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized.
Elemancer is a solo-developed game. Every system, all gameplay code, the balance, and all writing are human-made and hand-tuned. The 2D art and audio were created with AI tools, then hand-curated, edited, and quality-checked asset by asset before shipping.
Artwork for this game has been generated with the help of AI
Some assets were created with the help of AI serving mainly as inspiration.
AI to translate.
The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files.
AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Claude Code was used to help write code when I couldn't figure stuff out
Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay.
The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself.
IRON EDEN uses AI as a development tool in a limited capacity. AI has been used only for: Programming assistance. Sound effect generation. All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer.
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion. The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems.
We used generative AI for prototyping; the full game will be generative-AI free.
Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects.
Some of the game's 2D artwork (card illustrations) was created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. AI assistance was also used for in-game text and store page copy. All game design and final content decisions are the developer's own. The game contains no live/runtime AI-generated content.
Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pollo Diavolo In-game content text | We use generative AI for localization support. AI is not used for in-game content or gameplay. | Red-Squirg | - | Aug 11, 2026 | |
Ancient Bloods: Shadowborn Rising Dev only | As an independent developer/publisher, AI-assisted tools have been used selectively to support presentation and marketing workflows, not to replace the game’s creative direction or development.
The game itself is designed, directed, developed, coded, and assembled by human creators. Core gameplay systems, level design, story direction, implementation, and development decisions are not generated by AI. | 01 Aspects | - | Aug 11, 2026 | |
Neon Armada - Solar Storm In-game content arttextaudio | This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it. | Faint Signal | - | Aug 10, 2026 | |
Give Me More Missile! In-game content artaudio | Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay. | Void Cosmos | - | Aug 10, 2026 | |
Wardspire In-game content artaudio | Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI). | SoftForge IT Kft. | - | Aug 8, 2026 | |
Card duel : Black rite In-game content artaudio | Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay. | Uya | - | Aug 8, 2026 | |
GO, STOP In-game content artaudiotext | All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way. | Moon Shin Ho | - | Aug 8, 2026 | |
Slacker Hero In-game content arttext | This application uses AI tools in parts of its development process, including the creation of artwork used in the game and on the store page, the writing of the dialogue text shown by the characters, the tuning of behaviour algorithms, and the translation of the store page into multiple languages. All such output is generated and reviewed in advance before being incorporated into the product, and no generative AI runs during gameplay. | SQOOL | - | Aug 8, 2026 | |
Tactical Dungeon Slayers In-game content artaudio | Portions of the game’s art assets, including environments, title artwork and several icons, were created and revised with AI tools. All background music in the game, including main menu music and combat soundtracks, is AI-generated. | Futurebun | - | Aug 8, 2026 | |
Pin A Million In-game content audioart | AI-generated content in Pin a Million:
- Music: All in-game music tracks were created using generative AI (Suno).
- Icons: The icon artwork on Peg and Perk cards was generated using AI tools.
All on-board gameplay effects, animations, and visuals are hand-coded and rendered procedurally at runtime (no AI-generated content). | Whitebeard Interactive | - | Aug 8, 2026 | |
HR Hell In-game content art | This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release. | playerboot | - | Aug 8, 2026 | |
Pachinko Forge In-game content artaudio | Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Cow Horse Studio | - | Aug 8, 2026 | |
Puzzle Loot In-game content art | AI-Generated Content Disclosure
This game uses AI-generated artwork for certain visual assets, including background art, illustrations, and promotional images used on the store page (key art, logo, and capsule images). All AI-generated visuals were curated and adjusted by the developer to fit the game's art style and tone. | Abejo Games | - | Aug 8, 2026 | |
SOVA NA SKAKALKE In-game content artaudio | The images of the improvements, the owl and part of soundtrack were created using artificial intelligence. | Quiet River | - | Aug 8, 2026 | |
Backrooms: Archive - 后室档案 In-game content arttext | This title uses generative artificial intelligence in software development, the creation of art assets, and foreign-language localization.
Given the constraints of our production schedule, the size of our team, and the professional responsibilities of our members outside this project, we chose to incorporate generative AI into certain parts of development in pursuit of a more complete and polished game. However, our team firmly believes that generative AI should help creators produce better work. It should never become an excuse for cutting corners, disregarding the creative process, or replacing skilled professionals.
While working to deliver the most complete experience possible, these technologies enabled our engineers to explore directions that had previously been difficult to pursue because of limited time and manpower. These efforts include machine-learning-based image segmentation and depth mapping using motion-aware techniques, as well as redesigning low-level director systems and asset-management systems for art and text beyond the assistance provided by conventional game-engine tooling.
We also recognize that the experience and judgment of professional creators cannot be replicated. Throughout the production of our artistic assets, the team has actively sought guidance from artists, engineers, and experienced professionals in relevant fields, and has continuously reviewed the final content in accordance with their professional advice. All generated output is subject to human review, selection, and adjustment. No generated material is included in the game without first being inspected.
With regard to our art assets, we take copyright and creators’ rights in connection with generative AI very seriously. We believe that artists’ creative work and aesthetic expertise deserve stronger copyright protection. We have never trained models on others’ work without authorization, nor have we used LoRA models of unknown or unverifiable origin. We will not use an artist’s name, work, or distinctive style to train models or create imitations without permission, and we will never claim another creator’s work as our own.
We understand that players may hold different views regarding generative AI, and we are committed to being transparent about how and where it has been used in this title, as well as the principles that guide our use of it.
We will continue striving to ensure that both our own technology and generative AI serve as tools for creating a more complete work—not as excuses for avoiding creative responsibility, undermining the trust between creators and consumers, or producing inexpensive imitations.
Finally, we sincerely thank you for your understanding and for holding us accountable. | Autelume | - | Aug 8, 2026 | |
Fate & Felt Store/marketing art | Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services. | PixFlow | - | Aug 8, 2026 | |
Shrine Protectors In-game content art | Generative AI was used to create some base assets, which were subsequently heavily edited by hand. All final assets included in the game have undergone substantial manual editing. | VSolStudio | - | Aug 8, 2026 | |
Gravemaw audio | Gravemaw's music was generated with Suno AI and its sound effects with
Stable Audio Open, then edited by hand — trimmed, loop-pointed and mixed —
before being placed in the game. Some store and marketing artwork was also
produced with AI assistance.
Every generated asset was reviewed by the developer before shipping. Nothing
is generated while you play: the game runs fully offline and all content is
baked into the build. | BEE STAR | - | Aug 7, 2026 | |
Zombie Cropse In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 7, 2026 | |
HOPIATE In-game content textcode | Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service. | 9in1shampoo | - | Aug 7, 2026 | |
Pay the House Unclear | This game is basically generated by AI | zun | - | Aug 7, 2026 | |
神临 Unclear art | Use AI to assist with openness and appropriately generate various game materials! | 青灯独酌 | - | Aug 7, 2026 | |
PRISMBLOOM Dev only code | Generative AI was used to help build and verify the internal power scaling and mechanics for the game | Lucas | - | Aug 7, 2026 | |
Planet Inc In-game content textcodeart | During the development of this game, pre-generated AI tools were utilized to assist with text translations, programming scripts and optimization, and the creation of 2D artwork assets. All AI-generated content was directly reviewed, refined, and applied to the game by the developer. | Saeron | - | Aug 7, 2026 | |
Wardenmark In-game content art | Some of the game's 2D and 3D art assets — including 3D character models and environment props, background and biome art, and iconography — were produced with AI image/model generation tools during development, then hand-curated, edited, and processed into the game. No AI runs at play time; nothing is generated on the player's machine or via an external service. | Morass | - | Aug 7, 2026 | |
染色斗兽场 In-game content arttext | Generative AI tools were used during development to assist in creating selected pre-generated 2D artwork used in the game and on the store page, including promotional illustrations and some visual assets. AI-assisted localization drafts were also used and subsequently reviewed and integrated by the developer. All included content was selected, edited, and prepared before release. The game does not generate AI content while running. | driftalltime | - | Aug 7, 2026 | |
Slay Sean, Save The World! In-game content artaudio | Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer. | Christopher Pufan | - | Aug 7, 2026 | |
Holy Warriors : The Rift In-game content artaudio | The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay. | Giovanni Perrone | - | Aug 7, 2026 | |
Immortal Zenith: Idle to Ascension In-game content art | Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer. | InZanityX | - | Aug 7, 2026 | |
Last Gambit In-game content artcode | Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time. | Mads | - | Aug 7, 2026 | |
Nova Survivors In-game content audiotext | This game features background music generated with AI, used under a commercial license. Some of the supported-language translations were produced with AI assistance. All visual art and game code are hand-authored. | PandaRojas Studios | - | Aug 7, 2026 | |
Sandbox Jianghu: Walk My Own Path Dev only code | This game uses AI-assisted tools solely for programming and logic development. AI helped generate some basic code frameworks, but all core game logic was manually written, tested, and optimized. | ayan | - | Aug 7, 2026 | |
Elemancer In-game content artaudio | Elemancer is a solo-developed game. Every system, all gameplay code, the balance, and all writing are human-made and hand-tuned. The 2D art and audio were created with AI tools, then hand-curated, edited, and quality-checked asset by asset before shipping. | Hearthspell Games | - | Aug 7, 2026 | |
Lintbreakers: Night Shift Store/marketing art | Artwork for this game has been generated with the help of AI | Allan Neagle | - | Aug 7, 2026 | |
Bid Wars Dev only | Some assets were created with the help of AI serving mainly as inspiration. | Fat Dragon Studios | - | Aug 7, 2026 | |
Snake Extended In-game content text | AI to translate. | Noninoni | - | Aug 7, 2026 | |
DICEBONE In-game content art | The key art on this store page, on the splash screen and on the menu cards was created using generative AI tools and then edited by hand. Nothing inside the game itself is AI-generated. Every visual in play is procedural — drawn by code at runtime — and all audio is ynthesised in real time. The build ships with no textures, no meshes, no sprites and no audio files. | VOXELMANA | - | Aug 6, 2026 | |
Grave Orbit Dev only | AI-assisted tools were used during development. All final content was reviewed and approved by the developer. No AI content is generated during gameplay. | Polarity Games | - | Aug 5, 2026 | |
Ember Covenant In-game content arttextcode | Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay. | UAB Dimetris | - | Aug 5, 2026 | |
Chronoseum Dev only code | Claude Code was used to help write code when I couldn't figure stuff out | TaraPsych | - | Aug 5, 2026 | |
Sleep Aid In-game content art | Some visual assets used in the game and its store presentation were created or refined with the assistance of generative AI and were subsequently reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Summer Punk | - | Aug 5, 2026 | |
Revenggie In-game content artaudio | Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay. | Guaraná Games | - | Aug 5, 2026 | |
DeadTide Store/marketing arttext | The key art used in this game's store capsules and cover was created with the assistance of generative AI tools, then edited and composited by the developer (logo and layout added manually). AI tools were also used to assist with translating menu text and store page descriptions. All gameplay content — code, in-game sprites, animations, music, and sound effects — was created by human artists or licensed from human-made asset packs. No AI-generated content appears in the game itself. | Emexis Games | - | Aug 5, 2026 | |
IRON EDEN In-game content codeaudio | IRON EDEN uses AI as a development tool in a limited capacity.
AI has been used only for:
Programming assistance.
Sound effect generation.
All artwork, game design, mechanics, story, characters, worldbuilding, and visual assets were created by the developer. | Breno Lubacheuski | - | Aug 5, 2026 | |
Death to Demons In-game content art | Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content. | Stabalot Games LLC | - | Aug 5, 2026 | |
Matchinko In-game content artaudiotextcode | Generative AI tools were used during development to create all visual artwork, sound effects, and music in Matchinko, including artwork used in store and marketing materials. AI tools also assisted with code, debugging, and drafts of some written content. All generated material was reviewed, selected, edited, tested, and integrated by the developer before inclusion. The game does not generate content using AI at runtime, connect to external AI services during play, or send player data to AI systems. | nitzan.games LLC | - | Aug 5, 2026 | |
Scavenger Survivors Dev only | We used generative AI for prototyping; the full game will be generative-AI free. | Bad Goat Gaming | - | Aug 5, 2026 | |
狂赌转轮 Store/marketing artcode | Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects. | lv12games | - | Aug 5, 2026 | |
LUDOCOR In-game content arttext | Some of the game's 2D artwork (card illustrations) was created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. AI assistance was also used for in-game text and store page copy. All game design and final content decisions are the developer's own. The game contains no live/runtime AI-generated content. | NYXON ALPHA PRIVATE LIMITED | - | Aug 5, 2026 | |
Arcane Abyss In-game content art | Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay. | SSF Works | - | Aug 5, 2026 |