The game currently includes some generated texts for upgrade descriptions
- Creator
- Dyrkabes Games
- Reviews
- -
- Added
- May 23, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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The game currently includes some generated texts for upgrade descriptions
The developer describes how AI-generated content is used in this game as follows: This game contains pre-generated content created with the assistance of generative artificial intelligence, including portions of the artwork, audio, and store or marketing visual assets. All such content has been curated and integrated by the developer. Real-time generative AI is not used during gameplay.
Some assets on the store page were created with the assistance of AI.
Generative AI was used only to assist with marketing and store-page presentation. It helped create the text-based logo/title treatment and refine the game’s store description for grammar, clarity, and flow. No generative AI content is used inside the game itself. All gameplay, characters, enemies, systems, progression, and in-game assets were created or selected by the developer
"This game utilizes generative AI to create temporary placeholders for art assets, which will be replaced by final, custom artwork as development progresses.
Partial music, sound effects, and localization translation
Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience. Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat.
Currently, we only use AI tools to help with some beautification of our promotional materials.
AI was used to help generate images, translate content, and as a coding assistant.
This game uses AI-generated content: Pre-generated AI use: - Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited. - Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand. - All AI-generated content was reviewed, edited, and curated by the developer before shipping. Not AI-generated: - Game design, mechanics, balance, progression systems, lore, world-building. - UI/UX layouts and interaction flows. No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator.
We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency.
Auction House features artwork developed with generative AI.
AI-generated images may be used as rough drafts for background and item artwork. Any AI-generated output is always edited by an illustrator before use and is never used in the final work as-is.
Some translations and BGM 1,2 were created using AI tools and reviewed by the developer.
Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music.
Some of the art assets were made using gen AI and retouched by a human artist. Some of the translations were made using gen AI and reviewed by a human native speaker.
This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI.
The graphical elements on the steam page is generated by AI. The images in the game is generated by AI, but the goal is to change them in the future.
AI was used in coding tools, placeholder art, and marketing mockups.
This game was developed by a solo developer with the assistance of generative AI tools during production. AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development. Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows. All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems. Additional assets were purchased through the Unreal Engine Fab Marketplace where noted. AI tools were used strictly as production assistants to support solo development.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
A few texts (edited by the developer), musics and few graphics assets
Burner Empire uses generative AI in the following ways: During Development Some visual assets in the game were created with the assistance of AI image generation tools. These assets were reviewed, curated, and integrated by the development team as part of the game's overall visual design. In Gameplay Burner Empire features an AI-driven bot fleet that populates the game world with computer-controlled players. These bots use a combination of scripted decision logic and AI-driven behavior modeling to simulate realistic player activity — cooking drugs, deploying dealers, traveling between districts, and engaging in PvP. The bot fleet exists to ensure the game world feels active and competitive regardless of the current number of human players online. The bot fleet is not generative AI in the traditional sense — it does not produce text, images, or creative content. It is a behavioral simulation system designed to make the multiplayer environment feel alive during off-peak hours and at launch while the player community grows. What AI Does Not Do No generative AI is used to create real-time dialogue, procedurally generate game content during play, or make decisions that affect monetization or player accounts.
Some visual assets (such as promotional images and artwork) were created or enhanced using AI tools. All in-game content and functionality are implemented by the developer.
Ai was used to create concept art.
Some art resources are generated by AI and then manually optimized and adjusted
The description of this game was formatted by the help of AI.
Some in-game art is created with AI-assisted workflows. Players can also use AI to generate their own characters from photos, making each hero feel more personal.
Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game.
I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code.
AI used only for the Menu background.
Some events in the game generated with AI assistance
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
Generative AI is used only for 2D marketing assets.
Supermarcat uses AI-generated content for marketing and promotional materials, including: • Store page visual assets (capsule images, backgrounds, promotional artwork) • Marketing screenshots and promotional images for Steam store presence • Visual elements for social media and community content All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers. AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators.
Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators.
Some images were generated using AI
Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer. No AI-generated art, audio, or in-game live generation is used.
During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation. Please note that the main character illustrations were created by human artists.
AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch.
Isometric city view is generated
During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content. All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency.
All core content—including mushrooms, ornaments, scenes, animals, sounds, and more—is created, designed, and produced by us personally. AI tools are used solely as an auxiliary means to enhance efficiency (e.g., translation, programming assistance, generating references, etc.).
Yes, I used AI.
The developers of this game have used AI for coding and creating voices for marketing only.
Initially starting off I am using AI generated assets and will be custom designing them over time.
We are using generative AI for the following tasks: ・Upscaling in-game cutscenes ・Upscaling images of P-LIFE and seaweed that appear in the game
I used AI for promotional materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Incremental RTS In-game content text | The game currently includes some generated texts for upgrade descriptions | Dyrkabes Games | - | May 23, 2026 | |
功德无量 In-game content artaudio | The developer describes how AI-generated content is used in this game as follows:
This game contains pre-generated content created with the assistance of generative artificial intelligence, including portions of the artwork, audio, and store or marketing visual assets. All such content has been curated and integrated by the developer. Real-time generative AI is not used during gameplay. | WH | - | May 23, 2026 | |
王者争雄 Store/marketing art | Some assets on the store page were created with the assistance of AI. | 王者争雄 | 63 | May 23, 2026 | |
TION: Hero Awakening — Idle RPG In-game content text | Generative AI was used only to assist with marketing and store-page presentation. It helped create the text-based logo/title treatment and refine the game’s store description for grammar, clarity, and flow.
No generative AI content is used inside the game itself. All gameplay, characters, enemies, systems, progression, and in-game assets were created or selected by the developer | Shekinah Weleful Designs | - | May 23, 2026 | |
Seedfall Dev only art | "This game utilizes generative AI to create temporary placeholders for art assets, which will be replaced by final, custom artwork as development progresses. | Magic Coffee Games | - | May 23, 2026 | |
Tap Monster: Saga In-game content audiotext | Partial music, sound effects, and localization translation | Dehist Games | - | May 23, 2026 | |
Vanguard - Idle Auto Battler Store/marketing arttext | Some content in this game was created with the assistance of generative AI tools during development, including certain visual assets, store artwork, capsule art, and text. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure it fits the game’s design and overall player experience.
Some art assets are sourced from the CC0 asset libraries provided by Kenney. Music and sound effects used in the game are sourced from Phat Phrog Studio and ZapSplat. | Beep2Bleep | - | May 23, 2026 | |
超凡功夫之王传奇 In-game content art | Currently, we only use AI tools to help with some beautification of our promotional materials. | 功夫之王 | 84 | May 23, 2026 | |
My Football Growth Story In-game content arttextcode | AI was used to help generate images, translate content, and as a coding assistant. | FootballGrowth.com | - | May 23, 2026 | |
PSYCHOBYL In-game content art | This game uses AI-generated content:
Pre-generated AI use:
- Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited.
- Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand.
- All AI-generated content was reviewed, edited, and curated by the developer before shipping.
Not AI-generated:
- Game design, mechanics, balance, progression systems, lore, world-building.
- UI/UX layouts and interaction flows.
No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator. | Boris & Baisha | - | May 23, 2026 | |
Idle Ai Factory In-game content text | We use generative AI tools during our development process to assist with refining in-game text. Additionally, AI was utilized to help localize game content into multiple languages to ensure a broader reach. All AI-assisted content has been manually reviewed, edited, and integrated by the development team to maintain high quality and consistency. | Kabreet Games | - | May 23, 2026 | |
Auction House In-game content art | Auction House features artwork developed with generative AI. | Recoil Mojo | - | May 23, 2026 | |
Hakurei Clicker Dev only art | AI-generated images may be used as rough drafts for background and item artwork. Any AI-generated output is always edited by an illustrator before use and is never used in the final work as-is. | Altered Arcadia | - | May 23, 2026 | |
Tiny Slime Farm In-game content textaudio | Some translations and BGM 1,2 were created using AI tools and reviewed by the developer. | Chocolate Soft | 16 | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
Orbitmine In-game content arttext | AI image generation tools were used to create store page artwork (capsule images, banners). AI was also used to assist with localization for 12 supported languages. All AI-generated content was reviewed and edited by the developer. No AI was used for in-game visual assets, sound effects, or music. | vibemaker1 | 490 | May 23, 2026 | |
Idle Isekai Mining In-game content arttext | Some of the art assets were made using gen AI and retouched by a human artist.
Some of the translations were made using gen AI and reviewed by a human native speaker. | bitVillain | - | May 23, 2026 | |
アルテスノート In-game content text | This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI. | R.N.Studio | 107 | May 23, 2026 | |
NorthHold In-game content art | The graphical elements on the steam page is generated by AI.
The images in the game is generated by AI, but the goal is to change them in the future. | Wobblegoat | - | May 23, 2026 | |
Hulljackers Store/marketing codeart | AI was used in coding tools, placeholder art, and marketing mockups. | Dan Ouellette | - | May 23, 2026 | |
Basement Server Simulator In-game content textartaudio | This game was developed by a solo developer with the assistance of generative AI tools during production.
AI tools such as ChatGPT were used as a development aid for Unreal Engine guidance, technical explanations, spell-checking, and drafting some in-game text and UI messaging. ChatGPT was also used to generate some placeholder images and audio assets during early development.
Some 3D models and textures were created using AI-assisted tools such as Tripo3D.ai. These assets may be refined, replaced, or improved over time as the project evolves and budget allows.
All gameplay systems, mechanics, design decisions, Blueprint scripting, and overall game implementation were created and assembled by the developer. No AI system autonomously generated gameplay code or core systems.
Additional assets were purchased through the Unreal Engine Fab Marketplace where noted.
AI tools were used strictly as production assistants to support solo development. | StiGMaT Games | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
KSEF ❤️ In-game content textaudioart | A few texts (edited by the developer), musics and few graphics assets | Januszex | - | May 23, 2026 | |
BurnerEmpire Live AI art | Burner Empire uses generative AI in the following ways:
During Development
Some visual assets in the game were created with the assistance of AI image generation tools. These assets were reviewed, curated, and integrated by the development team as part of the game's overall visual design.
In Gameplay
Burner Empire features an AI-driven bot fleet that populates the game world with computer-controlled players. These bots use a combination of scripted decision logic and AI-driven behavior modeling to simulate realistic player activity — cooking drugs, deploying dealers, traveling between districts, and engaging in PvP. The bot fleet exists to ensure the game world feels active and competitive regardless of the current number of human players online.
The bot fleet is not generative AI in the traditional sense — it does not produce text, images, or creative content. It is a behavioral simulation system designed to make the multiplayer environment feel alive during off-peak hours and at launch while the player community grows.
What AI Does Not Do
No generative AI is used to create real-time dialogue, procedurally generate game content during play, or make decisions that affect monetization or player accounts. | 44G | - | May 23, 2026 | |
CyberMuyu In-game content art | Some visual assets (such as promotional images and artwork) were created or enhanced using AI tools. All in-game content and functionality are implemented by the developer. | GQCRAFT | - | May 23, 2026 | |
Slime Kingdom: Idle In-game content art | Ai was used to create concept art. | NuDal games | - | May 23, 2026 | |
挂机破坏神 IdleDiablo In-game content art | Some art resources are generated by AI and then manually optimized and adjusted | 棱镜工作室 | 90 | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
Keyboard Hero Live AI art | Some in-game art is created with AI-assisted workflows.
Players can also use AI to generate their own characters from photos, making each hero feel more personal. | Zing Games Inc. | - | May 23, 2026 | |
时光餐厅 In-game content art | Some of the visual materials in this game are created with the assistance of generative artificial intelligence, including some display images on the store page and some art resources within the game. | 怀旧游戏小东 | - | May 23, 2026 | |
AFK Tactics In-game content art | I used AI for game assets I could not get from artists [All sprites units are from real artists : Lyaseek and Dreamir]AI assisted code. | Sunny | 18 | May 23, 2026 | |
Balloons Factory Tycoon In-game content art | AI used only for the Menu background. | Cristian Savelea | - | May 23, 2026 | |
芝士财商 CheeseMoney In-game content | Some events in the game generated with AI assistance | Liang ZhiYa | 13 | May 23, 2026 | |
Abyss Horde Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | 83 | May 23, 2026 | |
Luvu: Your Desktop Pet Store/marketing art | Generative AI is used only for 2D marketing assets. | TeamLoop | - | May 23, 2026 | |
SupermarCAT In-game content art | Supermarcat uses AI-generated content for marketing and promotional materials, including:
• Store page visual assets (capsule images, backgrounds, promotional artwork)
• Marketing screenshots and promotional images for Steam store presence
• Visual elements for social media and community content
All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers.
AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators. | Honshu Howl Gaming Company | - | May 23, 2026 | |
Dungeon Companion Store/marketing art | Generative AI tools were used exclusively for the creation of marketing materials and store capsules. No generative AI was used to create the in-game assets, which consist of a mix of custom work and hand-crafted assets from third-party creators. | BVT Last Night Games | 16 | May 23, 2026 | |
Click Roulette Unclear art | Some images were generated using AI | Cubix | - | May 23, 2026 | |
MaoMaoMao In-game content text | Generative AI is used only to assist with localization/translation. All localized text is reviewed and edited by the developer.
No AI-generated art, audio, or in-game live generation is used. | Sui Lip Chuan | 14 | May 23, 2026 | |
CoinDecker ~Deck Building Pusher~ In-game content arttext | During the development of this game, generative AI was used to create some user interface (UI) assets and for text translation.
Please note that the main character illustrations were created by human artists. | PastelFox | - | May 23, 2026 | |
Rat of Infinity: Idle Clicker In-game content artcode | AI tools were used to assist with in-game art and coding, while store assets are mostly hand-made, but all core game systems, economy balancing and gameplay design are original and handcrafted ideas from scratch. | Infinity Labs | 15 | May 23, 2026 | |
HeroInc In-game content art | Isometric city view is generated | Nue Games | - | May 23, 2026 | |
Inn Over Your Head Dev only | During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Tanner Maxwell | - | May 23, 2026 | |
Treasure Hunter: Echo of War In-game content arttextaudio | During development, artificial intelligence tools were used to assist in the creation of certain game assets, including some images (such as store page visuals and in-game textures), localization, and audio content.
All AI-generated or AI-assisted content was reviewed, modified where necessary, and approved by the developers to ensure quality and consistency. | Ulab Games | - | May 23, 2026 | |
Mushroom Nook Dev only textcode | All core content—including mushrooms, ornaments, scenes, animals, sounds, and more—is created, designed, and produced by us personally. AI tools are used solely as an auxiliary means to enhance efficiency (e.g., translation, programming assistance, generating references, etc.). | HyperstasisGaming | 248 | May 23, 2026 | |
Strange Zoo Unclear | Yes, I used AI. | Pomerania Games | - | May 23, 2026 | |
Mars I.D.L.E. In-game content codeaudio | The developers of this game have used AI for coding and creating voices for marketing only. | Pixel Hound Game Studio | - | May 23, 2026 | |
Omniquarium In-game content art | Initially starting off I am using AI generated assets and will be custom designing them over time. | Refract Studios | - | May 23, 2026 | |
ARTDINK GAME LOG:アクアノートの休日 In-game content art | We are using generative AI for the following tasks:
・Upscaling in-game cutscenes
・Upscaling images of P-LIFE and seaweed that appear in the game | ARTDINK | - | May 23, 2026 | |
Arcane Plunder In-game content art | I used AI for promotional materials. | Bart Mamzer | 16 | May 23, 2026 |