AI tools were utilized for revisions across CG art, music, character assets and environmental scenes.
- Creator
- LI BIN
- Reviews
- -
- Added
- Jul 17, 2026
Public Steam disclosure research 25,394 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI tools were utilized for revisions across CG art, music, character assets and environmental scenes.
Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime.
AI involved during development.
AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
All visual and audio contents are hand crafted (or mouth), AI is only used on optimal background multiplayer coding logic.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work. All Artwork in game has been edited to fit the game, there is no raw AI content present.
I’m a User Experience Designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision.
Promotional videos and images related to the game's story were rendered with AI
游戏中建模
Cybersoul 2 features artwork developed with generative AI.
AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff.
Some visual assets, concept art, character portraits, promotional images, and store-related materials may be created or assisted using generative AI tools. All AI-assisted content is reviewed and edited by the developer before use. The game does not use real-time AI generation during gameplay.
AI tools were used during development. The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime.
Generative AI was used during development to assist in creating some pre-generated visual assets for the game and its promotional materials, as well as parts of the English localization. All AI-assisted content was reviewed by the developer and edited where necessary. No content is generated by AI while the game is running.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
AI tools are used exclusively to translate game content into different languages.
Some of our units are AI-generated
Space Planet Explorer uses generative AI to create assets that ship with the game, including planet surface textures, cinematic sequences, voice narration, and music. All of this content was generated during development — no AI content is generated live during gameplay. Planet visuals are AI-generated interpretations based on real scientific data, not actual NASA photography.
During development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art. These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets.
This game uses generative AI during gameplay to create an original in-game character called a "Logos" for use by that player. Based on text entered or selected by the player, the AI generates a 2D illustration of the Logos in real time, along with its name, flavor text, and similar content. The generated Logos can be added to your deck and used to progress through the game. The game also includes pre-generated AI content: enemy and event illustrations were created with Adobe Firefly during development. Generation is performed using cloud-based external AI services (Adobe Firefly for image generation, OpenAI for text generation). The words entered by the player, generation conditions, and the data of the generated Logos are sent to and stored on our server. These records are used to provide the generation feature, review reported results, and investigate errors. A generated Logos is visible only to the player who created it and is not shared with other players. Some information required for generation is sent from our server to external AI services. Data sent from our server to these services is not used to train or improve their models. Please do not enter any personal information, such as your name or contact details, or any confidential information you would not want third parties to know.
Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer.
Generative AI-assisted tools were used as part of the development process for Xenogarden. This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts. All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay.
Severwood uses generative AI as part of its development. Many visual assets — including character art, backgrounds, and card illustrations — were created with the assistance of AI image-generation tools, then selected, edited, and assembled by the developer to fit the game's art direction. Some code was written with AI assistance, directed and reviewed by the developer. Game design, writing, planning, and systems are created and directed by the human developer. No AI-generated content is produced live during gameplay; all assets are fixed and were finalized during development.
Some card's art was enhanced.
This game uses AI-generated art assets.
AI is used to enhance images and icons by applying filters and visual refinements to assets we originally created ourselves.
Some visual assets and promotional artwork were created or assisted using generative AI, then reviewed and refined by the developer. All gameplay systems, game design, programming, balance, and core content were created by the developer. No generative AI is used during gameplay.
Chrome Circuit is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game.
AI tools were used to assist in creating some store page descriptions and game graphics.
Forged Cards is a passion project, built by one person. I'm not a game studio, I'm a single developer who fell in love with an idea for a deck-builder where you build the cards and set out to make it real. Games like this usually take a team. Modern AI development tools are a big part of how one person was able to build something at this scope. I used AI coding assistants to help me build and iterate on the game's systems, AI image generation for the art, and AI-generated sound effects, all of it reviewed, edited, and shaped by me to fit the world I wanted to create. Every card, every enemy, every choice about how this game looks and feels came from a person (and some close friends) who cared about getting it right. I'm being upfront about this because I think you deserve to know how the thing you're playing was made. Forged Cards exists because these tools let one person build a game that otherwise would have stayed an idea in a notebook.
Some of the game's background music (BGM) uses tracks created with generative AI, and AI tools were used for localization (translation) into some languages. Store page images and some in-game illustrations (such as cutscenes and maps) were created with the assistance of AI image generation tools. Some in-game icons are based on AI-generated images that were then manually retouched and refined by the developer. All other content (in-game pixel art including characters and monsters, code, original story, etc.) was not created with AI.
The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined.
As a solo developer I have used AI to help review features and generate base artwork before editing.
ERLIK is a solo-developed game: all game design, code, writing, balance and feel are handmade. Generative AI tools were used as part of the art production pipeline; every asset was then manually edited, curated and polished by the developer before entering the game. No content is generated while you play, everything is fixed at build time.
Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
This game uses generative AI during development in the following areas: * Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game. * Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer. * Programming: AI tools were used to assist with parts of the game's code development. * Store Page: AI tools were used to assist in creating certain store page materials. The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build.
This game uses generative AI tools to create visual assets, audio, and to assist with development. No AI content is generated during gameplay.
AI has been used to adapt the cover art to Steam's specific dimensions and requirements.
Some of the game's code, graphics, and music are generated by AI.
This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction.
This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions.
Generative AI tools were used during development to assist with some early visual concepts, select sprite bases, music/audio drafts, and voice/audio prototypes. All AI-assisted content included in the game was selected, edited, refined, and reviewed by the development team to fit the game’s final style and direction. The game does not generate AI content during gameplay.
MindGate's content—including character illustrations, related store and promotional images, and in-game text—is created by the developer using generative AI tools. The developer directs, selects, edits, and finalizes every asset, and makes all gameplay design and balance decisions.
Auto Cats uses generative AI tools for some pre-generated visual and written content, including selected marketing artwork, concept-assisted item artwork, and some pre-written random event content.
This game uses generative AI tools to assist in creating and optimizing some art assets, music/sound effects, and localization texts. All AI-generated content has been manually reviewed and edited to comply with platform policies and copyright standards.
AI-generated assets were used for the characters, enemies, and backgrounds.
Some visual assets in this game — including dice textures, character portraits, scene backgrounds, and select UI decorative elements — were created with the assistance of generative AI, then manually curated, retouched, and color-graded before integration. All AI-generated content is pre-rendered static art; the game does not use real-time generation.
1. Code, ai has helped with most of the game code. 2. Ai was used as refrence for the ui layout. 3. The music is ai generated (it will be replaced as soon as possible) .
I am currently a solo developer working hard to bring this project to life. To keep development moving during the early stages, you will notice some placeholder character portraits and backgrounds that were AI-assisted. My goal and commitment is to replace every piece of AI-generated content with custom-made, hand-crafted pixel art by the time of the official 1.0 release. All current monster designs, battle maps, and GUI elements are already original pixel artwork. I appreciate your patience as I work to ensure the final version of the game fully reflects my personal artistic vision!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
乾坤搜神记 In-game content artaudio | AI tools were utilized for revisions across CG art, music, character assets and environmental scenes. | LI BIN | - | Jul 17, 2026 | |
Mythia Wild Bonds In-game content artaudiocode | Mythia Wild Bonds was designed and built by a solo developer, game design, art direction, sound direction, and architecture are all the developer's own. AI generation tools were used to accelerate production of pixel art, sound effects, and music, each piece selected, reworked, and approved within the game's art bible and audio direction; code was also developed with AI pair-programming assistance, with all game systems designed by the developer. No content is AI-generated at runtime. | Vilson J. Santos | - | Jul 17, 2026 | |
Rig the Casino Dev only | AI involved during development. | Present Games | - | Jul 17, 2026 | |
Dome In-game content art | AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release. | Nenad Juric | - | Jul 17, 2026 | |
Leave On Time Dev only code | All visual and audio contents are hand crafted (or mouth),
AI is only used on optimal background multiplayer coding logic. | LoT Studio | - | Jul 17, 2026 | |
Elsewar In-game content art | Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present. | Sannatorium Studios | - | Jul 17, 2026 | |
Grinveil In-game content artcode | I’m a User Experience Designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code and creating visual assets. Every asset included in the final game was personally selected, refined, placed, and directed by me to match the game’s overall vision. | Danny Limanseta | - | Jul 16, 2026 | |
Doom Reignite In-game content art | Promotional videos and images related to the game's story were rendered with AI | Chengdu Shengming Leyou Network Technology Co., Ltd. | - | Jul 16, 2026 | |
鹅掌禁区 Unclear art | 游戏中建模 | 溪幽熙工作室 | - | Jul 16, 2026 | |
Cybersoul 2 In-game content art | Cybersoul 2 features artwork developed with generative AI. | Recoil Mojo | - | Jul 15, 2026 | |
Digital Survivor In-game content artcode | AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff. | Henrik 'WackyJacky101' Kjærulff | - | Jul 15, 2026 | |
RiverDevil Store/marketing art | Some visual assets, concept art, character portraits, promotional images, and store-related materials may be created or assisted using generative AI tools. All AI-assisted content is reviewed and edited by the developer before use. The game does not use real-time AI generation during gameplay. | Brown Eaves Game Studio | - | Jul 15, 2026 | |
Necromancer Idle: The Endless Drain In-game content text | AI tools were used during development.
The interface translations (English, French, German, Italian and Portuguese) and the log translations were generated with AI assistance, under the developer's direction and with human review. The game does not generate AI content at runtime. | JBlivion | 15 | Jul 15, 2026 | |
Puzzlogue In-game content arttext | Generative AI was used during development to assist in creating some pre-generated visual assets for the game and its promotional materials, as well as parts of the English localization. All AI-assisted content was reviewed by the developer and edited where necessary. No content is generated by AI while the game is running. | ohshi studio | - | Jul 15, 2026 | |
Frontier Survivors In-game content artaudiotextcode | This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort. | MisterEoss | - | Jul 15, 2026 | |
GrindFall In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jul 15, 2026 | |
Rift Raiders In-game content art | Some of our units are AI-generated | Gooder Games | - | Jul 15, 2026 | |
Space Planet Explorer In-game content artaudiotext | Space Planet Explorer uses generative AI to create assets that ship with the game, including planet surface textures, cinematic sequences, voice narration, and music. All of this content was generated during development — no AI content is generated live during gameplay. Planet visuals are AI-generated interpretations based on real scientific data, not actual NASA photography. | ioStudios | - | Jul 15, 2026 | |
Novis Dev only art | During development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art.
These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets. | Umbra Team | - | Jul 15, 2026 | |
Verse of Birth Live AI arttext | This game uses generative AI during gameplay to create an original in-game character called a "Logos" for use by that player. Based on text entered or selected by the player, the AI generates a 2D illustration of the Logos in real time, along with its name, flavor text, and similar content. The generated Logos can be added to your deck and used to progress through the game.
The game also includes pre-generated AI content: enemy and event illustrations were created with Adobe Firefly during development. Generation is performed using cloud-based external AI services (Adobe Firefly for image generation, OpenAI for text generation).
The words entered by the player, generation conditions, and the data of the generated Logos are sent to and stored on our server. These records are used to provide the generation feature, review reported results, and investigate errors. A generated Logos is visible only to the player who created it and is not shared with other players.
Some information required for generation is sent from our server to external AI services. Data sent from our server to these services is not used to train or improve their models. Please do not enter any personal information, such as your name or contact details, or any confidential information you would not want third parties to know. | dentsu Game Center | - | Jul 15, 2026 | |
Boungeon In-game content artaudiotext | Some artwork, music, text, and translations in this game were initially created with the assistance of AI tools, and were then manually edited, revised, or recreated by the developer. | LAININ STUDIO | - | Jul 13, 2026 | |
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
Severwood In-game content artcode | Severwood uses generative AI as part of its development. Many visual assets — including character art, backgrounds, and card illustrations — were created with the assistance of AI image-generation tools, then selected, edited, and assembled by the developer to fit the game's art direction. Some code was written with AI assistance, directed and reviewed by the developer. Game design, writing, planning, and systems are created and directed by the human developer. No AI-generated content is produced live during gameplay; all assets are fixed and were finalized during development. | Eeriecast | - | Jul 13, 2026 | |
God of Stock Unclear art | Some card's art was enhanced. | blaadhound | - | Jul 13, 2026 | |
Wasteland Messenger In-game content art | This game uses AI-generated art assets. | Qingyuan PixelBox Network Co., Ltd. | - | Jul 13, 2026 | |
TRAINCORE In-game content art | AI is used to enhance images and icons by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | Jul 11, 2026 | |
Handslayer In-game content art | Some visual assets and promotional artwork were created or assisted using generative AI, then reviewed and refined by the developer. All gameplay systems, game design, programming, balance, and core content were created by the developer. No generative AI is used during gameplay. | Odd Dragon | - | Jul 11, 2026 | |
Chrome Circuit In-game content artcode | Chrome Circuit is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer. | David Gamble | - | Jul 11, 2026 | |
Send Forth the Brave In-game content artaudiotextcode | AI tools were used during development to assist with certain aspects of programming, artwork, sound effects, and localization. All AI-assisted outputs were reviewed, substantially edited, and integrated by the developer. No unedited or raw AI-generated content appears in the final game. | EmberSleep game | - | Jul 11, 2026 | |
Dice & Dare : A Push-Your-Luck Casino-Style Dice Roguelike Store/marketing textart | AI tools were used to assist in creating some store page descriptions and game graphics. | TheVegasLab.com | - | Jul 11, 2026 | |
Forged Cards In-game content artaudiocode | Forged Cards is a passion project, built by one person. I'm not a game studio, I'm a single developer who fell in love with an idea for a deck-builder where you build the cards and set out to make it real.
Games like this usually take a team. Modern AI development tools are a big part of how one person was able to build something at this scope. I used AI coding assistants to help me build and iterate on the game's systems, AI image generation for the art, and AI-generated sound effects, all of it reviewed, edited, and shaped by me to fit the world I wanted to create. Every card, every enemy, every choice about how this game looks and feels came from a person (and some close friends) who cared about getting it right.
I'm being upfront about this because I think you deserve to know how the thing you're playing was made. Forged Cards exists because these tools let one person build a game that otherwise would have stayed an idea in a notebook. | Context Games | - | Jul 11, 2026 | |
Ember Camp Knight In-game content audiotextart | Some of the game's background music (BGM) uses tracks created with generative AI, and AI tools were used for localization (translation) into some languages. Store page images and some in-game illustrations (such as cutscenes and maps) were created with the assistance of AI image generation tools. Some in-game icons are based on AI-generated images that were then manually retouched and refined by the developer. All other content (in-game pixel art including characters and monsters, code, original story, etc.) was not created with AI. | Ceeta | - | Jul 11, 2026 | |
More BrainZ In-game content art | The game does not use live AI-generated content. All gameplay assets were created by an artist. Some promotional images and UI artwork were initially generated with AI and then manually edited and refined. | Wynand Smit | - | Jul 11, 2026 | |
LEXICON Dev only art | As a solo developer I have used AI to help review features and generate base artwork before editing. | T-Squared Games | - | Jul 11, 2026 | |
ERLIK In-game content art | ERLIK is a solo-developed game: all game design, code, writing, balance and feel are handmade. Generative AI tools were used as part of the art production pipeline; every asset was then manually edited, curated and polished by the developer before entering the game. No content is generated while you play, everything is fixed at build time. | Ash & Antler | - | Jul 11, 2026 | |
Mini Mart Survivors Store/marketing art | Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Geek Haus | - | Jul 11, 2026 | |
Merge Parade In-game content textartcode | This game uses generative AI during development in the following areas:
* Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game.
* Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer.
* Programming: AI tools were used to assist with parts of the game's code development.
* Store Page: AI tools were used to assist in creating certain store page materials.
The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build. | FRIVER | - | Jul 11, 2026 | |
Big House In-game content artaudio | This game uses generative AI tools to create visual assets, audio, and to assist with development. No AI content is generated during gameplay. | SemiWeirdDude | - | Jul 11, 2026 | |
Void Swarm Store/marketing art | AI has been used to adapt the cover art to Steam's specific dimensions and requirements. | Gamez-Studio | - | Jul 11, 2026 | |
宗门最后的长老 In-game content artaudiocode | Some of the game's code, graphics, and music are generated by AI. | KUMA studio | - | Jul 11, 2026 | |
Egg Farm In-game content art | This game uses generative AI tools in the creation of some visual assets, including certain artwork and promotional materials. All AI-generated content has been reviewed and modified by the development team to ensure consistency with the game’s art direction. | Infinite Brainstorm Studio | - | Jul 11, 2026 | |
偷偷摸摸修个仙 In-game content art | This game uses AI-assisted tools during development to help create and iterate on some visual assets, such as concept art, UI background images, icons, effects references, and promotional artwork. The generated material is reviewed and edited by the developer before it is included in the game or store page. AI is not used during gameplay to generate player-facing text, images, audio, music, voice, 3D models, code, story choices, or gameplay decisions. | 浪屿峻造 | 90 | Jul 11, 2026 | |
Crowns & Chaos In-game content artaudiotext | Generative AI tools were used during development to assist with some early visual concepts, select sprite bases, music/audio drafts, and voice/audio prototypes. All AI-assisted content included in the game was selected, edited, refined, and reviewed by the development team to fit the game’s final style and direction. The game does not generate AI content during gameplay. | 3D Titan Studios | - | Jul 11, 2026 | |
MindGate In-game content arttext | MindGate's content—including character illustrations, related store and promotional images, and in-game text—is created by the developer using generative AI tools. The developer directs, selects, edits, and finalizes every asset, and makes all gameplay design and balance decisions. | inkmoon_dev | - | Jul 11, 2026 | |
Auto Cats In-game content arttext | Auto Cats uses generative AI tools for some pre-generated visual and written content, including selected marketing artwork, concept-assisted item artwork, and some pre-written random event content. | YNJ Games LLC | - | Jul 11, 2026 | |
Wukong: Time to Deal In-game content artaudiotext | This game uses generative AI tools to assist in creating and optimizing some art assets, music/sound effects, and localization texts. All AI-generated content has been manually reviewed and edited to comply with platform policies and copyright standards. | Tudousi Games | - | Jul 11, 2026 | |
西部枪手 In-game content art | AI-generated assets were used for the characters, enemies, and backgrounds. | 比岛礁石 | 23 | Jul 11, 2026 | |
Roll to Ruin In-game content art | Some visual assets in this game — including dice textures, character portraits, scene backgrounds, and select UI decorative elements — were created with the assistance of generative AI, then manually curated, retouched, and color-graded before integration. All AI-generated content is pre-rendered static art; the game does not use real-time generation. | PatcherZZZ | - | Jul 11, 2026 | |
Minatro In-game content codeaudio | 1. Code, ai has helped with most of the game code.
2. Ai was used as refrence for the ui layout.
3. The music is ai generated (it will be replaced as soon as possible) . | zoxii | - | Jul 11, 2026 | |
Idle Isekai - An idle RPG In-game content art | I am currently a solo developer working hard to bring this project to life. To keep development moving during the early stages, you will notice some placeholder character portraits and backgrounds that were AI-assisted.
My goal and commitment is to replace every piece of AI-generated content with custom-made, hand-crafted pixel art by the time of the official 1.0 release. All current monster designs, battle maps, and GUI elements are already original pixel artwork. I appreciate your patience as I work to ensure the final version of the game fully reflects my personal artistic vision! | NoobsGames | - | Jul 9, 2026 |