Generative AI tools were used during development to assist with enhancing certain texture assets. All final assets were reviewed and tweaked by the developer.
- Creator
- Argyro Brotsi
- Reviews
- -
- Added
- Aug 8, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to assist with enhancing certain texture assets. All final assets were reviewed and tweaked by the developer.
Generative AI was used only for in-game text localization and translation.
Only images for steam Capsules
During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game.
I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything.
Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente.
Generative AI tools (ChatGPT Image Generation / DALL-E) were used during development to generate concepts and visual marketing assets, including some store page banners and promotional artwork. All core gameplay pixel-art, character animations, sound design, and code were created manually by the developer.
Some UI elements and 2D visual assets were created with the assistance of generative AI tools and then manually edited and refined in Photoshop. All AI-assisted content has been reviewed by the developer to ensure it does not infringe on third-party intellectual property.
GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control.
Some visual assets in this demo are AI-generated placeholders, used temporarily due to budget constraints as a solo developer. These are planned to be replaced with final hand-crafted art before the game's full release.
In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code.
BirdBots uses generative AI tools during development to assist in the creation of certain promotional images, visual concepts, illustrations, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. AI is not used during gameplay and does not affect the game's mechanics.
Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman.
Some background music tracks in the game were created with the assistance of generative AI audio tools
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay.
all the pictures are generated by artificial intelligence.
all the pictures are generated by artificial intelligence.
AI-generated 3D models for characters and objects in the game.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence. Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
The character portraits and 3D models, and three UI images, were made with the help of AI tools.
All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game.
Generative AI tools were used during development to assist with certain production tasks, including localization and the creation of placeholder/reference materials. No AI-generated content is created during gameplay, and the game does not connect to or use any AI services while running.
AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me.
Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini during development. Ship and NPC sprite sheets begin as Gemini concept images, are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites in Blender. One dashboard background is a NASA public-domain photograph revised with AI. All AI-generated assets are reviewed and edited by us before shipping. The following content is NOT AI-generated: rank insignia (drawn by hand in Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset rendered in 3ds Max), UI and research icons (licensed from CraftPix under their commercial license), two NASA public-domain images, and all audio, which we produced ourselves. No AI-generated content is created at runtime; all generation happens during development.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects. All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
Generative AI tools were used to assist with the creation of some visual assets and music for the game. The resulting content was reviewed, edited, and integrated by the development team.
Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material.
Generative AI was used to assist in the creation of certain sound effects included in the game. These assets were generated during the development phase and are included as static elements in the final build. The AI was used as a supplementary tool to enhance environmental audio, while all creative direction, editing, and integration were performed by me as the solo developer
Generative AI tools were used during development to assist with programming tasks and to generate some reference assets and 3D models. All AI-generated content was reviewed, modified, and integrated by the developers.
Generative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation
Some Steam store, library, icon, and marketing images for this game were created with generative AI and then reviewed and edited for the dinosaur museum theme. The game does not use real-time generative AI during gameplay.
This game's localization (including English text) was created with the assistance of AI translation tools, reviewed by the developer. No AI-generated content is created live during gameplay.
Some of the pictures used in this game we're created with the assistance of A.I.
Some in game images of characters and items were created using artificial intelligence.
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
This game uses generative AI to create part of its content: - Art and sprites: generated with AI tools and manually edited in Photoshop. - Intro cinematic: generated with Google Veo 3 and Flow, then edited. - Some sound effects: generated or processed with AI tools, combined with recorded and licensed library sounds. - Code assistance: parts of development were assisted by language models (Claude). All AI-generated content was reviewed, edited, and approved by the developer. The game does NOT use AI at runtime: all content is pre-rendered.
Some placeholder assets in the current build were created with AI image tools.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization.
Artificial intelligence tools were used throughout development, assisting with the game’s programming as well as the creation of capsule artwork and other minor graphical assets.
Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping. All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions.
The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play.
AI tools were used during development for programming assistance, and multilingual localization.
During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights.
Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer.
Pixellab was used to generate some art assets. Claude code was used for backend development.
This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during
This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Seina: a Tale Of Spirits In-game content art | Generative AI tools were used during development to assist with enhancing certain texture assets. All final assets were reviewed and tweaked by the developer. | Argyro Brotsi | - | Aug 8, 2026 | |
Tidy Up Mall In-game content text | Generative AI was used only for in-game text localization and translation. | KL6G Games | - | Aug 8, 2026 | |
The Highest School: Don’t Look Down Store/marketing art | Only images for steam Capsules | UnnamedCreators | - | Aug 7, 2026 | |
Liminal Angel In-game content art | During the development process, I use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects my own creativity and vision as a solo developer. Examples include utilizing AI tools to help generate and refine certain textures and 3D models in the game. | Qmpel Studio | - | Aug 7, 2026 | |
Immortalitea Dev only codeart | I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything. | CronicGames | - | Aug 7, 2026 | |
Alice ou o Mundo? In-game content art | Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente. | Poeira Estelar Game Studios | - | Aug 7, 2026 | |
Planet Fatta In-game content art | Generative AI tools (ChatGPT Image Generation / DALL-E) were used during development to generate concepts and visual marketing assets, including some store page banners and promotional artwork. All core gameplay pixel-art, character animations, sound design, and code were created manually by the developer. | Mykola Kodenko | - | Aug 7, 2026 | |
Observation Protocol In-game content art | Some UI elements and 2D visual assets were created with the assistance of generative AI tools and then manually edited and refined in Photoshop. All AI-assisted content has been reviewed by the developer to ensure it does not infringe on third-party intellectual property. | Vastlyth | - | Aug 7, 2026 | |
Grid Fall In-game content artaudiotext | GRIDFALL was developed with extensive AI assistance (Anthropic's Claude): the game's code — including the procedural generators that produce all in-game art (pre-baked at build time) and synthesize all audio and music at runtime — was written with AI pair-programming under human direction and review. The game contains no pre-rendered AI-generated images or audio files; all art and audio assets are produced by deterministic code, and the sole third-party asset is the SIL-licensed Noto Sans UI font. Story, dialogue, and text were authored with AI assistance under human editorial control. | markelphoenix | - | Aug 7, 2026 | |
Kintsugi Moon In-game content art | Some visual assets in this demo are AI-generated placeholders, used temporarily due to budget constraints as a solo developer. These are planned to be replaced with final hand-crafted art before the game's full release. | Robert Dionian | - | Aug 7, 2026 | |
Bird Game: Tokyo In-game content artcode | In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code. | Polygunplay | - | Aug 7, 2026 | |
BIRDBOTS In-game content art | BirdBots uses generative AI tools during development to assist in the creation of certain promotional images, visual concepts, illustrations, and marketing materials. All AI-generated content has been reviewed, edited, and integrated by the developer. AI is not used during gameplay and does not affect the game's mechanics. | DogSoul Studios | - | Aug 7, 2026 | |
I Need to Fix My Dream Car (But I Work at a Junkyard) In-game content artaudio | Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman. | GameFactory | - | Aug 6, 2026 | |
Once Before Us In-game content audio | Some background music tracks in the game were created with the assistance of generative AI audio tools | Palindrome Games | - | Aug 6, 2026 | |
Venusville - Prologue In-game content audio | The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade. | Orbit Start Studios | 14 | Aug 6, 2026 | |
Salty In-game content art | Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay. | Garrack Gaming Studios | - | Aug 6, 2026 | |
Visual Novel: Golden Hostage In-game content art | all the pictures are generated by artificial intelligence. | GiBar | - | Aug 5, 2026 | |
Visual Novel: Beak and Claws In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 5, 2026 | |
Tidewrack In-game content art | AI-generated 3D models for characters and objects in the game. | OverLKD Studio | - | Aug 5, 2026 | |
Starscrip In-game content text | Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence. | FLOOPY | - | Aug 5, 2026 | |
Seraph's Kiss In-game content art | The character portraits and 3D models, and three UI images, were made with the help of AI tools. | Domino | - | Aug 5, 2026 | |
The Callahan Curse In-game content artaudiotext | All art, music and story are 100% human created. All voice acting has a live voice actor recording/performance for every line of dialogue, voice changers were used on certain characters to pitch the sound higher or lower to better suit those specific characters. Some artist-created hand-painted assets were positioned into specific starting poses and ending poses, with in-between frames generated (affecting less-than 1% of the game animations, majority (99%) are animated by hand using 2D-bone-rigging and frame-by-frame animation), some generated in-between frames were then hand-painted over before being included in the game. | Isaac Lundgren - Artist Composer | - | Aug 5, 2026 | |
BREACHED: Follow Me In-game content text | Generative AI tools were used during development to assist with certain production tasks, including localization and the creation of placeholder/reference materials. No AI-generated content is created during gameplay, and the game does not connect to or use any AI services while running. | dntbshmd | - | Aug 5, 2026 | |
The Last Message In-game content art | AI-generated content was used for some 2D artwork, loading screen assets, and some secondary 3D models. I reviewed, edited, and integrated all AI-assisted content into the game. The main game systems, world design, gameplay, narrative, and historical research were created and developed by me. | Hedy | - | Aug 5, 2026 | |
Abys Orbit In-game content art | Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development. | EMG Tech | - | Aug 5, 2026 | |
Card&Dungeon In-game content arttextaudio | Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services. | SDBD Studio | - | Aug 5, 2026 | |
Midnight Class In-game content artaudio | Generative AI tools were used to assist with the creation of some visual assets and music for the game. The resulting content was reviewed, edited, and integrated by the development team. | Powerverse Studio | - | Aug 5, 2026 | |
OtherWorld: Infinite Loop In-game content text | Some of this game's localized text was translated with AI assistance. All translated content has been manually reviewed and proofread to ensure quality and accuracy, and does not contain any illegal or infringing material. | Vegecat Games | - | Aug 5, 2026 | |
No Hikers Return In-game content audio | Generative AI was used to assist in the creation of certain sound effects included in the game. These assets were generated during the development phase and are included as static elements in the final build. The AI was used as a supplementary tool to enhance environmental audio, while all creative direction, editing, and integration were performed by me as the solo developer | Mergeth Labs | - | Aug 5, 2026 | |
Beneath the Snow Dev only codeart | Generative AI tools were used during development to assist with programming tasks and to generate some reference assets and 3D models. All AI-generated content was reviewed, modified, and integrated by the developers. | Soda Can Studio | - | Aug 5, 2026 | |
The Helios Accord In-game content text | Generative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation | ZOA LLC | - | Aug 5, 2026 | |
Museum of Lost Dinosaurs In-game content art | Some Steam store, library, icon, and marketing images for this game were created with generative AI and then reviewed and edited for the dinosaur museum theme. The game does not use real-time generative AI during gameplay. | Museum of Lost Dinosaurs Studio | - | Aug 5, 2026 | |
AstroPoly In-game content text | This game's localization (including English text) was created with the assistance of AI translation tools, reviewed by the developer. No AI-generated content is created live during gameplay. | OrcaGames | - | Aug 5, 2026 | |
The Last Night of Olivia Harrow In-game content art | Some of the pictures used in this game we're created with the assistance of A.I. | Cipher & Clue | - | Aug 5, 2026 | |
Eternal Levels In-game content art | Some in game images of characters and items were created using artificial intelligence. | Iohiko Colina | - | Aug 5, 2026 | |
Old Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Aug 5, 2026 | |
Historias de Dean Archer: El Detective Desaparecido In-game content artaudiocode | This game uses generative AI to create part of its content:
- Art and sprites: generated with AI tools and manually edited in Photoshop.
- Intro cinematic: generated with Google Veo 3 and Flow, then edited.
- Some sound effects: generated or processed with AI tools, combined with recorded and licensed library sounds.
- Code assistance: parts of development were assisted by language models (Claude).
All AI-generated content was reviewed, edited, and approved by the developer. The game does NOT use AI at runtime: all content is pre-rendered. | Sneaky Peek | - | Aug 5, 2026 | |
Novanoom art | Some placeholder assets in the current build were
created with AI image tools. | Wavemyth | - | Aug 5, 2026 | |
Kron Wars In-game content art | Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime. | Alien Bulb | - | Aug 5, 2026 | |
Tubular Tides In-game content text | Generative AI has only been used in the process of localization to serve our international players. We are trying our best to minimalize through out the process of localization. | Octo Studios | - | Aug 5, 2026 | |
Kinetether In-game content artcode | Artificial intelligence tools were used throughout development, assisting with the game’s programming as well as the creation of capsule artwork and other minor graphical assets. | Nilan Funcke | - | Aug 4, 2026 | |
Emergence In-game content arttextcode | Emergence uses generative AI as a development tool. It has been used to assist in the creation of certain visual assets (illustrations, icons, and concept art), text, and to help with software development and feature prototyping.
All content included in the game is reviewed, edited, approved, and ultimately authored by the developer. Generative AI is not used to create player-facing content during gameplay unless explicitly stated in the game's feature descriptions. | Katagena Labs | - | Aug 4, 2026 | |
The Tally In-game content textcode | The Tally was made by a solo developer working closely with an AI assistant. The game's code and written content were created with the help of AI under the developer's direction and review. All 3D models and music are the work of human artists, credited in-game. Textures are produced by procedural scripts, not image-generation models. Nothing is generated by AI while you play. | Olivia Gonsher | - | Aug 4, 2026 | |
Dive Log: A Focus Voyage In-game content text | AI tools were used during development for programming assistance, and multilingual localization. | Aegithalos Studio | - | Aug 4, 2026 | |
Wayfarer Protocol In-game content textaudioart | During development we used generative AI in a few places. A large language model helped write some of the game's text (in-game descriptions, events, and store copy). The music and many of the sound effects were created with Adobe Firefly, while some other sounds are generated in real time by the game's own code. The app icon was also created with Adobe Firefly. The in-game graphics are drawn procedurally by the game's code and are not AI-generated. Nothing is generated by AI while you play: every AI-assisted asset is created during development and shipped as a fixed file. The generative AI tools used (Adobe Firefly) grant commercial usage rights. | OC Studios | - | Aug 4, 2026 | |
Farmer and Ghost In-game content art | Some visual assets and promotional materials were initially created with the assistance of AI and then reviewed, edited, and integrated by the developer. All gameplay, game design, programming, balancing, and final content were created and curated by the developer. | Lê Trang Hoàng Huy | - | Aug 4, 2026 | |
Little Lua & The Lost Six In-game content artcode | Pixellab was used to generate some art assets. Claude code was used for backend development. | Brett Patsky | - | Aug 4, 2026 | |
Songs of the Shoals In-game content artcode | This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during | Luyu Games | - | Aug 4, 2026 | |
LIMINAL: Within In-game content art | This game uses AI-assisted tools for selected art assets and animated content during development. All AI-assisted content has been reviewed and modified by the development team. The story, dialogue, and written content are fully created by the team, and the game does not include real-time AI interaction. | OntologyPlay | - | Aug 4, 2026 | |
無名から伝説のアイドルへ In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 4, 2026 |