AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets.
- Creator
- Furko
- Reviews
- 81
- Added
- Jun 5, 2026
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AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets.
Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues.
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision.
Some promotional/store artwork assets were created or assisted using AI tools. No live-generated AI content is included in gameplay.
Some of the artwork in this piece was created using Stable Diffusion.
We are using AI generated images for our store page materials and some in game visuals (some icons etc.)
This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay.
AI has been used to generate logos and some of the music tracks.
All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer.
Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer.
Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product.
Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork.
In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials. Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI. We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies.
This game uses generative AI in the following ways: Art and Visual Assets (Pre-Generated): Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build. All AI-generated content has been produced using models and tools that the developer has the right to use commercially.
本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。 游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team.
Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning Commentary scripting support Trophy Room Support Creating more realistic play calls made by CPU teams
Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5.
Generative AI was used during the development process to create various 2D assets, including Steam Achievement icons and some UI elements. All AI-generated content was manually reviewed and post-processed to ensure quality and stylistic consistency.
Some images in the game are AI-assisted assets that have been carefully edited and refined by me. The artwork is a blend of self-designed visuals and AI-generated elements, with adjustments made to harmonize color patterns.
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer.
SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team. The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Some visual assets in OMNICORIUM were generated using AI tools, either directly during development or sourced from third-party creators who used AI-assisted generation. AI is used exclusively for selected visual assets. It is not used for gameplay systems, player interactions, procedural mechanics, or dynamic content generation.
Clairval uses AI in the following limited ways: 1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations. 2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in). Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server.
Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets. Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome.
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI.
Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer.
Game logo has been created using AI.
AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand.
Some of the sound designs we used partial ai sound effects and after we adjusted.
The game has no AI generated content. The store page have AI generated content (I used AI to upscale & enhance my own artwork).
This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
We use AI translation tools such as DeepL for localization. We use an AI-generated voice tool for sound effects.
The original Japanese versions of the scenarios and texts are 100% original by the developers themselves, but to support multilingual support, generative AI is used only for translation from Japanese to English. Generative AI is not used for the game's visual assets or system programs.
AI was used only to assist with game code
游戏内立绘使用了AI技术调整
Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well.
This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page. Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months.
Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas. Other works like coding, sound effects, map design, character design are by the developers. Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper. The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue.
This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content. AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review. All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TEAM PANIC Unclear artaudio | AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets. | Furko | 81 | Jun 5, 2026 | |
红楼梦华录 Red Chamber Chronicle In-game content audioart | Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues. | Freedom Tree | - | Jun 5, 2026 | |
Still Here Store/marketing art | Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | LordOfTheCat Art | - | Jun 5, 2026 | |
Samurai Pets In-game content art | Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision. | The Talking Boot Games | - | Jun 5, 2026 | |
Store Simulator Pettikkada Store/marketing art | Some promotional/store artwork assets were created or assisted using AI tools. No live-generated AI content is included in gameplay. | Boby Michael | - | Jun 5, 2026 | |
点击地牢 Tap Dungeon Store/marketing art | Some of the artwork in this piece was created using Stable Diffusion. | Xiao5 Studios | 369 | Jun 5, 2026 | |
All For $1 In-game content art | We are using AI generated images for our store page materials and some in game visuals (some icons etc.) | loot ducks | - | Jun 5, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
Hang in there In-game content artaudio | AI has been used to generate logos and some of the music tracks. | Skogman | - | Jun 5, 2026 | |
The Curiosity Clerk In-game content art | All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer. | Feier Games | - | Jun 5, 2026 | |
Send Them Fly In-game content art | Some artwork used on this game's store page and in promotional materials, as well as certain in-game art assets, was created with the assistance of generative AI tools. All AI-assisted content was reviewed and curated by the developer. | 奕枫 Aurel Voss | - | Jun 5, 2026 | |
Jump Duck In-game content artaudiotextcode | Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product. | Sharkbot | - | Jun 5, 2026 | |
Labyrinth's Depths In-game content art | Generative AI was used to assist in creating a limited amount of pre-rendered visual content, including decorative in-game images, minor visual assets, and prologue background artwork. | Orthrus | - | Jun 5, 2026 | |
Farm Of Hope In-game content audioart | In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials.
Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI.
We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies. | VGames Studios | - | Jun 5, 2026 | |
Select Eleven In-game content art | This game uses generative AI in the following ways:
Art and Visual Assets (Pre-Generated):
Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build.
All AI-generated content has been produced using models and tools that the developer has the right to use commercially. | Shiva Pandey | - | Jun 5, 2026 | |
三国义 In-game content artaudio | 本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。
游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。 | XL Studio | 75 | Jun 5, 2026 | |
Gems are Mine, Slashes are Yours: Blood & Blessing In-game content artaudio | Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay. | DIM Games | - | Jun 5, 2026 | |
Into the Swarm In-game content artaudio | Current store artwork, in-game loading screen images, and background music were created with assistance from generative AI tools. These assets were manually reviewed and edited by the development team. | Night Claw Games | - | Jun 5, 2026 | |
EA SPORTS™ College Football 27 In-game content text | Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning
Commentary scripting support
Trophy Room Support
Creating more realistic play calls made by CPU teams | Tiburon | 3k | Jun 4, 2026 | |
Tetrabeasts In-game content audioart | Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game. | Roxythe (Rocky) Harding | - | Jun 4, 2026 | |
Goblins for Good In-game content text | Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com | HolyCowCreates | - | Jun 4, 2026 | |
Knaights In-game content artcode | This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5. | Jeremiah Zagala | - | Jun 4, 2026 | |
Floor 12 In-game content art | Generative AI was used during the development process to create various 2D assets, including Steam Achievement icons and some UI elements. All AI-generated content was manually reviewed and post-processed to ensure quality and stylistic consistency. | EltiS Games | - | Jun 4, 2026 | |
Qumino In-game content art | Some images in the game are AI-assisted assets that have been carefully edited and refined by me. The artwork is a blend of self-designed visuals and AI-generated elements, with adjustments made to harmonize color patterns. | Qurtys | - | Jun 4, 2026 | |
Bloodsalt In-game content textaudio | AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release. | LUKISGAMES | - | Jun 4, 2026 | |
Swordsmith of Greyhaven In-game content textart | AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer. | Wovley Games | - | Jun 4, 2026 | |
Silent Terminal Store/marketing art | SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team.
The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files. | Bare Metal Xtreme | - | Jun 4, 2026 | |
Cold Site In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
OMNICORIUM In-game content art | Some visual assets in OMNICORIUM were generated using AI tools, either directly during development or sourced from third-party creators who used AI-assisted generation.
AI is used exclusively for selected visual assets. It is not used for gameplay systems, player interactions, procedural mechanics, or dynamic content generation. | Malakyel | - | Jun 4, 2026 | |
Clairval Live AI art | Clairval uses AI in the following limited ways:
1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations.
2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in).
Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server. | Alpharkane | - | Jun 4, 2026 | |
Pyrewarden In-game content arttext | Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets.
Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome. | Morass | - | Jun 4, 2026 | |
The Fly's Fantastic Adventure In-game content audio | This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay. | Newspeak Games | - | Jun 4, 2026 | |
Shift Chess In-game content codetextart | This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI. | 冷游工作室 | - | Jun 4, 2026 | |
MunchiesGretel In-game content audio | Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer. | Mizuki | - | Jun 4, 2026 | |
Food Truck Rush Store/marketing art | Game logo has been created using AI. | Destiny Game Studios | - | Jun 4, 2026 | |
Gardens Of Lutonia In-game content textart | AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand. | VOXELMANA | - | Jun 4, 2026 | |
SCAVENGE PROTOCOL In-game content audio | Some of the sound designs we used partial ai sound effects and after we adjusted. | GORILLA DEV | - | Jun 4, 2026 | |
Runic Dungeon Store/marketing art | The game has no AI generated content.
The store page have AI generated content (I used AI to upscale & enhance my own artwork). | Alexis & Friends | - | Jun 4, 2026 | |
Cow Abduction Frenzy In-game content art | This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets. | Mysterious Alien | - | Jun 4, 2026 | |
Cypherpunk In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
MEGAKO☆PUNCH! In-game content textaudio | We use AI translation tools such as DeepL for localization.
We use an AI-generated voice tool for sound effects. | 物部モノ子 | - | Jun 4, 2026 | |
INORIGAMI HACK DOWN In-game content text | The original Japanese versions of the scenarios and texts are 100% original by the developers themselves, but to support multilingual support, generative AI is used only for translation from Japanese to English.
Generative AI is not used for the game's visual assets or system programs. | Wuah Co.,Ltd. | - | Jun 4, 2026 | |
Truck Maxxing Dev only code | AI was used only to assist with game code | Lam3Studios | - | Jun 4, 2026 | |
大荒消劫录 In-game content art | 游戏内立绘使用了AI技术调整 | 辰酉游戏 | - | Jun 4, 2026 | |
Lynayly In-game content art | Some art assets are generative and some are not. Many assets were purchased and then updated with generative AI in order to look different from the original purchased assets. We would love to change these out for custom art if the game does well. | Joyful Games Inc. | - | Jun 4, 2026 | |
Deigon Witch In-game content arttext | This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page.
Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months. | Berk Arifoglu | - | Jun 4, 2026 | |
Oleander-X In-game content art | Some artworks on the gameplay to explain the story are generated by A.I with the developer's own detailed ideas.
Other works like coding, sound effects, map design, character design are by the developers.
Some designs use A.I to support of the creation, but they are customized, re-designed by the develooper.
The game DOES NOT include live-generated AI systems, chatbots, player-facing AI generation, or runtime generation of text, images, audio, or dialogue. | Jason Nguyen | - | Jun 4, 2026 | |
留学模拟器 In-game content art | This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer. | Sleepless Studio | 46 | Jun 4, 2026 | |
Labyrinth of Doom In-game content arttext | Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance. | David Riggle | - | Jun 4, 2026 | |
The Ludus: Ashes Over Pompeii In-game content artaudiotextcode | Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content.
AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review.
All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer. | Badadam Studios | - | Jun 4, 2026 |