Every single item images is generated by AI to reflect its properties
- Creator
- Parandroid Games
- Reviews
- -
- Added
- Mar 18, 2026
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Every single item images is generated by AI to reflect its properties
Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity.
AI tools were used for helping with certain tasks
We use AI to aid in store assets, and references.
Using AI models to create artistic materials
Some images: campaign backgrounds and project backgrounds.
In RoleMIAster, a local AI acts as your personal Game Master. It creates worlds, characters, quests, and items in real time, interprets your actions, and narrates the consequences dynamically, offering a unique and ever-changing role-playing experience.
No generative AI is used during gameplay.
Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future.
Kosmass incorporates Generative AI specifically for the creation of musical compositions and store page banner artwork. These assets were generated, selected, and refined by me to ensure originality and quality.
LLMs were used in the localization of the store page and the game.
AI is used for 3d assets and some coding
The game is developed with assistance of AI.
Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior.
AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience.
Some visual and promotional assets were created using generative tools under developer supervision. No live or gameplay content is generated by AI.
AI is used for concepts, creating 3D models of characters, and for some voice acting.
Some graphical assets are generated with AI.
Sound effects, 3D assets, store art, code
Certain visual and audio assets were created with the assistance of digital tools that help streamline the creative process. All content has been reviewed and customized to fit the game’s unique style and tone.
Some of the game's visual assets and store page artwork were created using AI-assisted tools during development. No AI-generated content is created during gameplay. All gameplay behavior, mechanics and code are manually created.
AI generation tools were used to create specific 2D visual assets during the development of this game. This includes 2D character illustrations, event thumbnails, UI icons, and various interface elements. All AI-generated content has been manually reviewed and integrated to fit the game's artistic style.
Utilized AI to help with descriptions and proofread on the store page. No AI was used in the game itself or any code.
The profile pictures used for the young players in the game are generated using AI. Also cover art are created with the assistance of AI tools.
Out of the 996+ files that make up this game, only 5 image files are AI generated. (Title screen, intro screen, game over screen) This game is made by a solo indie developer with licensed work from independent artists.
3D assets, sounds, graphics
AI was used to enhance the player experience, primarily through asset generation.
Some in-game assets are created using generative AI.
游戏中的部分美术素材使用了AI生成,包括人物肖像、部分UI素材、船只模型
I'm using an AI model to generate soundtracks for the game
Most of the music on the cassette tapes are AI generated
This title uses lightweight local AI to generate character conversations in real time. Each playthrough features dynamic character interactions and evolving stories, letting you enjoy action within a living, breathing world.
Some game content was translated with the assistance of AI tools.
- Human‑led first. The core research, design, and code were produced by the development team. - AI used as an advisor. AI provided recommendations, reference gathering, and blind‑spot analysis; it did not generate the final content. - Human review and integration. Team members validated, edited, and implemented all recommendations before use. - Technical outcomes verified. Calculations suggested by AI were converted into deterministic code and tested for accuracy. - Rights and sources checked. Artistic and literary references were verified for licensing and factual accuracy before inclusion.
1.Partial promotional materials. 2.English translation content. 3.Some in-game monster characters.
The story, narrative, and core implementation are entirely human-made. AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora). Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals. Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive.
Game application icon and splash screen's initial concepts were generated using Stable Diffusion
The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists.
As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content. However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn.
During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game.
Generative AI tools were used during development to assist with visual materials, texture design, localization, marketing texts, and partially for coding assistance. No AI is used during gameplay or for generating real-time content.
Used AI Image Editor
Umbra Survivors does not use artificial intelligence during runtime. AI tools were only used as development assistance to help prepare, optimize, or comment on code. All in-game content (graphics, sounds, text, and code) has been manually reviewed and originates from internal development or properly licensed sources.
The Teaser Trailer uses AI generated content .
I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets. To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards.
We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs. The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers.
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
Some of the voice-overs and audio was created using AI-assisted tools and editors.
Some background images are AI Generated
The battle backgrounds are AI generated
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Core of Havoc In-game content art | Every single item images is generated by AI to reflect its properties | Parandroid Games | - | Mar 18, 2026 | |
THE KULKA Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | - | Mar 18, 2026 | |
DungeonOS Unclear | AI tools were used for helping with certain tasks | Grave Hammer Games | - | Mar 18, 2026 | |
Bird Wars Store/marketing arttext | We use AI to aid in store assets, and references. | Studio Ransom | - | Mar 18, 2026 | |
Mine puzzle pieces of flower garden world Unclear art | Using AI models to create artistic materials | CHEN JIE | - | Mar 18, 2026 | |
Mk50TWL Vehicle Battler Custom Slider Unclear art | Some images: campaign backgrounds and project backgrounds. | TimberWoodLumber Games | - | Mar 18, 2026 | |
RolemIAster Live AI text | In RoleMIAster, a local AI acts as your personal Game Master. It creates worlds, characters, quests, and items in real time, interprets your actions, and narrates the consequences dynamically, offering a unique and ever-changing role-playing experience. | ABAFE | 20 | Mar 18, 2026 | |
Apoikia general | No generative AI is used during gameplay. | Charlie | - | Mar 18, 2026 | |
Farewell Jack In-game content artaudiotext | Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future. | Upheaval Arts | - | Mar 18, 2026 | |
Kosmass Store/marketing audioart | Kosmass incorporates Generative AI specifically for the creation of musical compositions and store page banner artwork. These assets were generated, selected, and refined by me to ensure originality and quality. | Evgeniy Kostritsa | - | Mar 18, 2026 | |
R.I.P. In-game content text | LLMs were used in the localization of the store page and the game. | Sandy | - | Mar 18, 2026 | |
Project: Latticeborn In-game content artcode | AI is used for 3d assets and some coding | Ilhan Kilinc | - | Mar 18, 2026 | |
Asteroid Harvester Unclear | The game is developed with assistance of AI. | chrysalistw | - | Mar 18, 2026 | |
Code-Knight Dev only code | Parts of the game’s code were created with the assistance of AI tools. All game assets are designed and created by our team. The game itself does not use AI features such as live-generated content, textures, or behavior. | Simon | - | Mar 18, 2026 | |
The Adventure of Fred - The traveler's dial - In-game content arttext | AI tools were used exclusively to generate static illustrations and to assist with the translation of the game's text. All character sprites, tiles, and pixel art assets were created by hand by the developer. All AI-generated output has been reviewed, edited, and validated by the developer to ensure it fits the artistic direction and gameplay experience. | FredsGamesStudios | - | Mar 18, 2026 | |
Dungeon Flop Store/marketing art | Some visual and promotional assets were created using generative tools under developer supervision. No live or gameplay content is generated by AI. | Roll4d4 | - | Mar 18, 2026 | |
ADHD Horror Anthology In-game content artaudio | AI is used for concepts, creating 3D models of characters, and for some voice acting. | SHIKAMI | - | Mar 18, 2026 | |
Grindstar In-game content art | Some graphical assets are generated with AI. | morelootgames | - | Mar 18, 2026 | |
Fragile Frontier In-game content artcodeaudio | Sound effects, 3D assets, store art, code | Lost Rabbit Digital | - | Mar 18, 2026 | |
TRAP In-game content artaudio | Certain visual and audio assets were created with the assistance of digital tools that help streamline the creative process. All content has been reviewed and customized to fit the game’s unique style and tone. | Crackshot Games | - | Mar 18, 2026 | |
Circuit Overload In-game content art | Some of the game's visual assets and store page artwork were created using AI-assisted tools during development. No AI-generated content is created during gameplay. All gameplay behavior, mechanics and code are manually created. | Neon Forge | 11 | Mar 18, 2026 | |
Tapper's Fiefdom In-game content art | AI generation tools were used to create specific 2D visual assets during the development of this game. This includes 2D character illustrations, event thumbnails, UI icons, and various interface elements. All AI-generated content has been manually reviewed and integrated to fit the game's artistic style. | Fading Interactive | - | Mar 18, 2026 | |
Port Authority: Lanes & Lines Store/marketing text | Utilized AI to help with descriptions and proofread on the store page. No AI was used in the game itself or any code. | Harbor Masters | - | Mar 18, 2026 | |
Youth Academy In-game content art | The profile pictures used for the young players in the game are generated using AI. Also cover art are created with the assistance of AI tools. | Oba Games | - | Mar 18, 2026 | |
Ogre Dungeon In-game content art | Out of the 996+ files that make up this game, only 5 image files are AI generated. (Title screen, intro screen, game over screen)
This game is made by a solo indie developer with licensed work from independent artists. | Durance Gaming | - | Mar 18, 2026 | |
Bagnomor Unclear artaudio | 3D assets, sounds, graphics | Bagnodev | - | Mar 18, 2026 | |
Last Shinobi In-game content art | AI was used to enhance the player experience, primarily through asset generation. | Dark Tomato Studio | - | Mar 18, 2026 | |
Bomber Cats: Napalm Strike In-game content artaudiocodetext | Some in-game assets are created using generative AI. | Radio Decadance | - | Mar 18, 2026 | |
王朝:将军觐见 In-game content art | 游戏中的部分美术素材使用了AI生成,包括人物肖像、部分UI素材、船只模型 | 三千越甲GameStudio | 24 | Mar 18, 2026 | |
The Szyk In-game content audio | I'm using an AI model to generate soundtracks for the game | Pieware | - | Mar 18, 2026 | |
Apocalypter In-game content audio | Most of the music on the cassette tapes are AI generated | SawyerK Games | - | Mar 18, 2026 | |
PomPomMomonga Live AI text | This title uses lightweight local AI to generate character conversations in real time.
Each playthrough features dynamic character interactions and evolving stories, letting you enjoy action within a living, breathing world. | Gentle Giants LLC | - | Mar 18, 2026 | |
Wreckborn In-game content text | Some game content was translated with the assistance of AI tools. | Krystian Dobaczewski | 22 | Mar 18, 2026 | |
Stuck in a Trench Dev only | - Human‑led first. The core research, design, and code were produced by the development team.
- AI used as an advisor. AI provided recommendations, reference gathering, and blind‑spot analysis; it did not generate the final content.
- Human review and integration. Team members validated, edited, and implemented all recommendations before use.
- Technical outcomes verified. Calculations suggested by AI were converted into deterministic code and tested for accuracy.
- Rights and sources checked. Artistic and literary references were verified for licensing and factual accuracy before inclusion. | Iron Otter | - | Mar 18, 2026 | |
无尽勇者冒险 In-game content textart | 1.Partial promotional materials.
2.English translation content.
3.Some in-game monster characters. | waterfall21 | - | Mar 18, 2026 | |
Spirit Catcher 93' In-game content audioart | The story, narrative, and core implementation are entirely human-made.
AI tools were used for supporting elements in voice acting (ElevenLabs), imagery, music production, and video. Less than 15% of videographic content used AI generation (primarily edited in Canva and Filmora).
Our two-person team meticulously guided and refined all AI-assisted content, spending hours to meet specific narrative and quality requirements. We specifically chose ElevenLabs as they contribute directly to Voice Actors through royalties and licensing deals.
Special thanks to the Pixabay community for providing the high-quality audio alternatives used when the GenAI Content toggle is inactive. | APEX GAME STUDIOS LTD | - | Mar 18, 2026 | |
Hollows Of Rogue In-game content art | Game application icon and splash screen's initial concepts were generated using Stable Diffusion | r618 | - | Mar 18, 2026 | |
Never Ending Dungeon In-game content textart | The program includes a local (offline, downloaded with the build) AI model trained by us to generate text content for adventures, NPCs, mobs, and items based on player prompts. In addition, the program includes pre-generated 3D models of props and NPCs edited by artists. | Spellarena | - | Mar 18, 2026 | |
Beyond Lost Planets In-game content art | As a solo developer, I used AI tools to assist in creating the base assets for marketing materials and background art. Each generated element was then manually edited, polished, and overpainted to ensure it met the game's aesthetic standards and to guarantee that the final output contains no infringing or illegal content.
However, no AI has been used in the actual game; all gameplay assets, including sprites, UI and card art are entirely hand-drawn. | leosgamedev | - | Mar 18, 2026 | |
Infini Orbis In-game content artaudio | During development, some pre-generated assets were created using commercially licensed generative AI services. This includes a portion of the environmental art, character portraits, and character audio voice lines. The developer holds the appropriate commercial licenses for all tools used and owns the rights to all generated assets included in the game. | Tanis | - | Mar 18, 2026 | |
Loop Firefighters In-game content arttextcode | Generative AI tools were used during development to assist with visual materials, texture design, localization, marketing texts, and partially for coding assistance. No AI is used during gameplay or for generating real-time content. | Darius games | - | Mar 18, 2026 | |
Guild Manager Unclear art | Used AI Image Editor | Benjamin King | - | Mar 18, 2026 | |
Umbra Survivors Dev only code | Umbra Survivors does not use artificial intelligence during runtime.
AI tools were only used as development assistance to help prepare, optimize, or comment on code.
All in-game content (graphics, sounds, text, and code) has been manually reviewed and originates from internal development or properly licensed sources. | HerrBaum | - | Mar 18, 2026 | |
Out of Light Store/marketing art | The Teaser Trailer uses AI generated content . | Pixelmatrix SRL | - | Mar 18, 2026 | |
Dungeons and Warbands In-game content art | I am a solo developer building a massive game. This naturally presents major time and budget challenges for creating all the art assets.
To maintain my ambitious visual scope, I utilize AI-generated concepts purely as a starting foundation. I personally hand-paint and finalize every draft with digital painting before it enters the game. This hybrid art procedure granted me the speed I needed also helped maintaining the visual artistic standards. | Omer Erenturk | 11 | Mar 18, 2026 | |
Sunderborn Unclear | We use — and plan to continue using — neural networks to generate various types of content. This is done primarily to optimize routine tasks, as well as time and financial costs.
The content is generated using neural networks that have been additionally trained by our team. All AI-generated content undergoes extensive refinement and manual adjustment by our developers. | Painless Games Co | - | Mar 18, 2026 | |
SCP: Rift Moles In-game content audiocode | ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks. | Spookline | - | Mar 18, 2026 | |
Menacetide In-game content audio | Some of the voice-overs and audio was created using AI-assisted tools and editors. | Quarantine Entertainment | - | Mar 18, 2026 | |
Kael's Cat Summoner In-game content art | Some background images are AI Generated | Peter Smith | - | Mar 18, 2026 | |
Arcane Veins In-game content art | The battle backgrounds are AI generated | Orquin Games | - | Mar 18, 2026 |