Generative AI was used strictly as a production tool to support visual and creative development.
- Creator
- lzydev
- Reviews
- -
- Added
- Mar 18, 2026
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Generative AI was used strictly as a production tool to support visual and creative development.
As a solo developer, I used generative AI tools to assist in creating many of the game's character sprites, environmental art, and audio assets. This allowed me to focus my limited time on the things I care about most: deep mechanical systems, addictive prestige progression, satisfying combat feel, and making the "numbers go up" fantasy as juicy and rewarding as possible.
Some visual assets in the game, including icons and promotional illustrations (splash art), were created with the assistance of AI tools and were then edited and integrated into the game by the developer.
Unfortunately I'm very bad at drawing, so I used Gen AI to create graphical resources for pilots, Mephisto heads, crew images, ships sprites and background images.
Used AI for background music. Apologies.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.
Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity.
This game uses AI-generated visual content in both the store page and in-game assets. Specifically: store page artwork (header, capsule images, and screenshots backgrounds), in-game character sprites, enemy sprites, background art, visual effects, item icons, and sprite-based animations were created with the assistance of AI image generation tools. All AI-generated content was reviewed, selected, edited, and refined by the development team to fit the game's art style. No AI-generated content is produced during gameplay — all assets are pre-rendered and curated before distribution.
This product includes AI-assisted content creation. AI tools were used to generate certain images, music, voice lines, sound effects, and an introductory video. All AI-generated materials were curated, edited, refined, and implemented by the developer. The developer retains full rights to the final content included in the game.
Used AI to assist with coding and used to assist editing store page assets/imagery.
A limited number of visual assets (such as certain icons and ship concepts) were created using AI-assisted tools and refined by the developer. All gameplay systems, core content, and procedural planet simulations are original.
Music used in the game is generated by AI. Writing code of the game was supported by AI.
The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI.
Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay and does not use generative AI systems at runtime. Original assets such as UI elements and pixel characters were created directly by the developer.
Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us.
AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer.
This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds).
Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime.
AI is used for translations
some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input.
Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer. Store page capsule images and promotional art created with AI assistance
UI translations provided by an LLM.
Some icons and spell effects were assisted by AI tools during SVG code design.
This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client.
Generative AI tools were employed to assist with localization and the creation of some art assets.
Some graphics assets, background music, and portions of the code were created with the assistance of AI-generation tools.
This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player.
Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich.
Generative AI was trained on an original pixel art style and used to create the bases for props, which were then manually edited into their final forms.
AI usage for some language localizations.
Used ai to improve graphics in store and in the game.
The images were generated using artificial intelligence.
Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality.
The store page capsule image (cover art) was generated using AI.
A limited number of background images and sprites were created with generative AI. Most assets and all gameplay were created manually, the other rest is self-created or from the Unity Asset Store.
Some model assets are generated using AI technology.
Artificial Intelligence was only used to create the store page icons and the in game welcome screen. All gameplay code, mechanics, artwork, and sound was naturally created.
Adobe Photoshop and other AI-powered image generation tools were used during the development of this game.
Background Music (BGM) Team Logo
Due to limitations in personal skills and development experience, this project used AI technology to generate some content during development, including multilingual localization texts (excluding Chinese) and game background music.
The materials on the store page were created with AI assistance.
美术立绘,音乐,语音使用了AI生成技术
AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons.
Generative AI tools were used to assist with art assets, text, and localization during development.
This game makes limited use of generative artificial intelligence during development. Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer.
The title image was created with AI. The music was created with AI. AI-generated Steam library images. AI-translated language localization.
Utilize AI assistance to help with game generation
Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually.
Generative AI tools were used only as an assistive development workflow for pre-generated store/marketing text, localization drafts, and supporting 2D visual asset iteration. All content is reviewed, edited, and approved by the developer before being included. Maldhalla does not generate AI content during gameplay and does not connect to an external AI service for players.
Some in-game UI icons were created using generative AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DESCENT -100 Dev only art | Generative AI was used strictly as a production tool to support visual and creative development. | lzydev | - | Mar 18, 2026 | |
The Pentastic Descent In-game content artaudio | As a solo developer, I used generative AI tools to assist in creating many of the game's character sprites, environmental art, and audio assets. This allowed me to focus my limited time on the things I care about most: deep mechanical systems, addictive prestige progression, satisfying combat feel, and making the "numbers go up" fantasy as juicy and rewarding as possible. | Addictive Slop | - | Mar 18, 2026 | |
Edena: Echoes of Magic In-game content art | Some visual assets in the game, including icons and promotional illustrations (splash art), were created with the assistance of AI tools and were then edited and integrated into the game by the developer. | Éclair Orange | - | Mar 18, 2026 | |
Okay, Panic In-game content art | Unfortunately I'm very bad at drawing, so I used Gen AI to create graphical resources for pilots, Mephisto heads, crew images, ships sprites and background images. | GotANormalJob | - | Mar 18, 2026 | |
Spellrite In-game content audio | Used AI for background music. Apologies. | Ethan Pribadi | - | Mar 18, 2026 | |
Overclocked Arena: Instability Protocol In-game content art | Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay. | Terminal State Games | - | Mar 18, 2026 | |
Desolation Arcanist In-game content artaudiotextcode | Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity. | MipodasGame | - | Mar 18, 2026 | |
LoopiaLike In-game content art | This game uses AI-generated visual content in both the store page and in-game assets. Specifically: store page artwork (header, capsule images, and screenshots backgrounds), in-game character sprites, enemy sprites, background art, visual effects, item icons, and sprite-based animations were created with the assistance of AI image generation tools. All AI-generated content was reviewed, selected, edited, and refined by the development team to fit the game's art style. No AI-generated content is produced during gameplay — all assets are pre-rendered and curated before distribution. | Loopialike Games | 12 | Mar 18, 2026 | |
Overvoid In-game content artaudiotext | This product includes AI-assisted content creation. AI tools were used to generate certain images, music, voice lines, sound effects, and an introductory video. All AI-generated materials were curated, edited, refined, and implemented by the developer. The developer retains full rights to the final content included in the game. | Max Style Games | - | Mar 18, 2026 | |
Wardens of Wen Store/marketing codeart | Used AI to assist with coding and used to assist editing store page assets/imagery. | Zachary Kaiser | 13 | Mar 18, 2026 | |
Planet Killer In-game content art | A limited number of visual assets (such as certain icons and ship concepts) were created using AI-assisted tools and refined by the developer. All gameplay systems, core content, and procedural planet simulations are original. | Talisman One Studio | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
Crazy Fruit Shooter In-game content arttext | The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI. | YogurtGames | 13 | Mar 18, 2026 | |
Luna Hollow - Dream Eater Defense In-game content audioartcode | Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance.
All AI-assisted content was reviewed, edited, and integrated into the game by the developer.
The game does not generate AI content during gameplay and does not use generative AI systems at runtime.
Original assets such as UI elements and pixel characters were created directly by the developer. | CHARON | 29 | Mar 18, 2026 | |
Slots and Dungeons In-game content art | Some icons and UI elements in this game were generated using AI tools. Most other game assets were either purchased from the Asset Store or created by us. | SuperCrew Games | 12 | Mar 18, 2026 | |
Slimeblade In-game content arttext | AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer. | Future Monster Games | - | Mar 18, 2026 | |
Catvivors Store/marketing codeart | This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds). | Yotta Content LTD | - | Mar 18, 2026 | |
Gloomvex In-game content arttextcode | Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime. | Bitareon Studio | - | Mar 18, 2026 | |
Master of chaos In-game content text | AI is used for translations | Perfect Execution Games | - | Mar 18, 2026 | |
Evolver In-game content art | some of the games assets were generated using ai. Almost every time I used ai when making this game I had to tweak something within the image. The code was entirely made by human input. | lunatic studios | - | Mar 18, 2026 | |
Doom of the Undying Store/marketing textart | Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer.
Store page capsule images and promotional art created with AI assistance | ClawSea | - | Mar 18, 2026 | |
Engine Of Chaos In-game content text | UI translations provided by an LLM. | Bitrot Games | - | Mar 18, 2026 | |
Vespers Edge In-game content artcode | Some icons and spell effects were assisted by AI tools during SVG code design. | Twitchy Turtle | - | Mar 18, 2026 | |
Egg-flation In-game content artaudio | This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client. | LexicaWorks | - | Mar 18, 2026 | |
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
Limitless Survivors audiocode | Some graphics assets, background music, and portions of the code
were created with the assistance of AI-generation tools. | Tam Lab | 119 | Mar 18, 2026 | |
Black Box: Infinite Arsenal Live AI code | This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player. | Meshy Game Studio | - | Mar 18, 2026 | |
Sitarane's Legacy In-game content artaudiotextcode | Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich. | dreams | - | Mar 18, 2026 | |
Letterwork In-game content art | Generative AI was trained on an original pixel art style and used to create the bases for props, which were then manually edited into their final forms. | Corban Millican | - | Mar 18, 2026 | |
Randomverse: Expedition In-game content text | AI usage for some language localizations. | Randaro | - | Mar 18, 2026 | |
BeastBreak: Monster Horde Shooter In-game content art | Used ai to improve graphics in store and in the game. | PHTCompany | 16 | Mar 18, 2026 | |
Femboy Survivor Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
Protocol:Chrono In-game content artcode | Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality. | SilverMoon Labs | - | Mar 18, 2026 | |
Threshold Warden Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 11 | Mar 18, 2026 | |
Astro Runner In-game content art | A limited number of background images and sprites were created with generative AI. Most assets and all gameplay were created manually, the other rest is self-created or from the Unity Asset Store. | Cosmo Games | - | Mar 18, 2026 | |
Swords and Sprites In-game content art | Some model assets are generated using AI technology. | Sun Haohao | - | Mar 18, 2026 | |
Orbital Peril In-game content art | Artificial Intelligence was only used to create the store page icons and the in game welcome screen. All gameplay code, mechanics, artwork, and sound was naturally created. | ZaxtorGameS | - | Mar 18, 2026 | |
Alpha Genesis Unclear art | Adobe Photoshop and other AI-powered image generation tools were used during the development of this game. | Estro.Games | - | Mar 18, 2026 | |
Minus Nine Unclear audio | Background Music (BGM)
Team Logo | SmallShip | 29 | Mar 18, 2026 | |
Tales of Meow: Survivors In-game content textaudio | Due to limitations in personal skills and development experience, this project used AI technology to generate some content during development, including multilingual localization texts (excluding Chinese) and game background music. | The Lying Cat Games | - | Mar 18, 2026 | |
沙城争霸 Store/marketing | The materials on the store page were created with AI assistance. | 沙城争霸 | 49 | Mar 18, 2026 | |
荒古遗迹 In-game content artaudiotext | 美术立绘,音乐,语音使用了AI生成技术 | HaoJunDeveloper | - | Mar 18, 2026 | |
Void Vow In-game content textart | AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons. | Btyou | - | Mar 18, 2026 | |
Last Convoy In-game content arttext | Generative AI tools were used to assist with art assets, text, and localization during development. | Twohuyak Production | - | Mar 18, 2026 | |
Hostile Paths Dev only codeart | This game makes limited use of generative artificial intelligence during development.
Generative AI tools were used by the developer to assist with code prototyping, internal scripts, concept imagery, and promotional materials during the development process. All AI-generated content is reviewed, edited, and curated by the developer. | Alberto Lanata | - | Mar 18, 2026 | |
DeadSlayers In-game content artaudiotext | The title image was created with AI.
The music was created with AI.
AI-generated Steam library images.
AI-translated language localization. | JINI SOFT | - | Mar 18, 2026 | |
星尘试炼 Unclear | Utilize AI assistance to help with game generation | 铭轩魔王 | - | Mar 18, 2026 | |
Satarichi: Heroes De Caelum In-game content artaudio | Satarichi: Heroes De Caelum is a work based on the original intellectual property of Jose Luis Matias Martinez (Rol, 2012; Novela, 2025), with character designs by Artemio Guevara. Generative AI has been used exclusively as technical assistance for the animation of original art and in the production of soundtrack segments, integrated with compositions under commercial license. All material has been supervised and edited manually. | Sata Indie Games | - | Mar 18, 2026 | |
Maldhalla In-game content arttext | Generative AI tools were used only as an assistive development workflow for pre-generated store/marketing text, localization drafts, and supporting 2D visual asset iteration. All content is reviewed, edited, and approved by the developer before being included. Maldhalla does not generate AI content during gameplay and does not connect to an external AI service for players. | eyejoker | - | Mar 18, 2026 | |
Summoner Reborn In-game content art | Some in-game UI icons were created using generative AI tools. | vkdnjznd | - | Mar 18, 2026 |