Void Squadron features artwork developed with generative AI.
- Creator
- Recoil Mojo
- Reviews
- -
- Added
- Sep 30, 2026
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Void Squadron features artwork developed with generative AI.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
Some picture and language localization made by AI
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay.
The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play.
Pre-Generated: the music was generated with AI tools.
AI used for graphics.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text. We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail.
Translation was supported by AI tools.
Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay.
I used AI for some of the art in the Steam page, library assets and some in-game icons for items.
Assists in localization
The direction of this game has been altered by artificial intelligence
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything. Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio. Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead. All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay. Its creative direction and artistic content are rooted in human creativity and craftsmanship.
This game uses AI to assist in generating code and 3D models.
Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI.
Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay.
After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server.
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping.
Generative AI tools were used during development to assist in the creation of some visual and 3D assets. All generated content was reviewed, edited, and integrated by the developer.
We only use AI as a supporting tool.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play.
Generative AI was used to create content such as artwork and sound.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision.
Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
AI is used to assist with programming, graphics creation and translations.
Parts of Frag Party's artwork and translated text were produced with generative AI tools. Artwork: the promotional key art that the store capsules are composed from, and a small number of static wallpaper images used as backdrops behind a few of the challenges. Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and Simplified Chinese). English is the original and was written by hand. Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments, animation, interface layout and audio. Nothing is generated while you play, and the game does not connect to any AI service.
Used gemini and deepseek to coding this game
本作の台詞と描写は、あらかじめ書かれたものだけを表示します。プレイ中に文章を生成する仕組みはなく、インターネット接続も使いません。 制作にあたっては、生成AIを次の範囲で使っています。 ・文章:登場人物の台詞、描写、質問の言い換えは、開発者が設計した設定と検査のもとで生成AIが執筆し、開発者が確認・修正しました。 ・画像:背景画像とストアページの表紙画像は、生成AIで作った画像を開発者が加工したものです。 ・音楽:BGMと主題歌は、生成AI(Suno)で制作しました。主題歌の歌詞も生成AIで作成し、開発者が確認しました。 ・プレイ中の入力の照合:プレイヤーが入力した文章を、用意された台詞のどれに当たるか判定するために、小さな言語モデル(multilingual-e5-small)をプレイヤーのPC内で実行します。このモデルは文章を生成せず、入力内容を外部へ送信しません。 効果音には生成AIを使っていません。
Some of the visual assets in Twin Compass, including enemy and character illustrations, background art, and UI decoration, were created with the assistance of generative AI tools, then selected, edited, composited, and hand-tuned by the developer for use in the game. All game design, code, writing, systems, and final asset integration are human-authored. No AI is used at runtime, the game generates nothing on the player's machine and makes no external requests during play.
Generative AI was used for some artwork, including store capsule images and Steam library artwork.
Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool. Modeling: A handfull of props where generated using AI. Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language.
Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay.
character design
Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay.
Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game. The game does not use generative AI to create content in real time during gameplay.
We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
Calorie Pinball In-game content arttext | Some picture and language localization made by AI | HaoHao Games | - | Sep 30, 2026 | |
Final Verdict: Mistwood In-game content text | Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication. | Hawks Studios | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Thrust: the Hunt In-game content artaudiotext | Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay. | ZIG GAMES | - | Sep 30, 2026 | |
JUST UNTIL MORNING In-game content textaudio | The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play. | Alexframe | - | Sep 30, 2026 | |
Dirt Ruckus In-game content audio | Pre-Generated: the music was generated with AI tools. | PapaBazar Games | - | Sep 30, 2026 | |
Runic Conflux Unclear art | AI used for graphics. | Aetherllama | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
One More Donut In-game content arttext | Almost all content in our game was handcrafted, we used real photos of berries, fruits and etc. to make donuts designs. We used AI as a supportive tool: to edit a few wall paintings, upscale and edit some textures, and fix grammar in the text.
We firmly believe AI is just an assistant—the core of our game remains human creativity and attention to detail. | Silvaris Interactive | - | Sep 30, 2026 | |
Fossil Digger In-game content text | Translation was supported by AI tools. | Yagni Lab | - | Sep 30, 2026 | |
Zombie Last Stand In-game content textcode | Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay. | under's studious | - | Sep 30, 2026 | |
Galdr Inkblade In-game content art | I used AI for some of the art in the Steam page, library assets and some in-game icons for items. | Ravenom | - | Sep 30, 2026 | |
Walled Project: K In-game content text | Assists in localization | Kitchan | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
EVERYONE SAYS B In-game content art | Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services. | Nythalor Studios | - | Sep 30, 2026 | |
Psst! Live AI audiotext | Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses. | Teeny Tiny Games | - | Sep 30, 2026 | |
Scentkeeper: Tidy Up the Perfume Archive! In-game content text | AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship. | Emberline Games | - | Sep 30, 2026 | |
准点下班 In-game content codeart | This game uses AI to assist in generating code and 3D models. | 3AGame | - | Sep 30, 2026 | |
Frog Kick In-game content arttext | Generative AI was used to create various visual assets, character and environment designs, UI elements, promotional materials, and written content. Music was not generated using AI. | Guchawacha | - | Sep 30, 2026 | |
CORE//PULSE In-game content text | Generative AI was used to assist with drafting and translating store-page text and localization. No live-generated AI content is used during gameplay. | EEE Inc. | - | Sep 30, 2026 | |
Present Good: A Public Speaking Simulator Live AI text | After a talk, audience questions are generated at runtime by a small open-weight language model (Qwen3) running locally on the player's computer, based on a transcript of what the player just said. Speech-to-text also runs locally (whisper.cpp). Nothing is sent to any server. | Playwithspect | - | Sep 30, 2026 | |
Slacklord Store/marketing art | Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services. | Clearbrook Games | - | Sep 30, 2026 | |
俺の最高の夏! In-game content arttext | Generative AI was used to assist in the creation of some in-game images, textures, dialogue, store page text, and localization. All AI-assisted content was reviewed, edited, and implemented by the developer. No live-generated AI content is used during gameplay. | Akaji Games | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Home Trading Simulator Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 30, 2026 | |
ARIA Live AI textaudioart | ARIA's dialogue and speech are generated on the player's own machine at runtime by a language model and a text-to-speech voice that ship with the game. Nothing is sent to an external service and no player data leaves the machine. What ARIA says is constrained to the station's fiction and to evidence the player has actually found in-game. Some art, audio and text assets in the game were produced with AI tools and reviewed by the developer before shipping. | Dreamtime Game Studios | - | Sep 30, 2026 | |
The House In-game content art | Generative AI tools were used during development to assist in the creation of some visual and 3D assets. All generated content was reviewed, edited, and integrated by the developer. | Meercraft | - | Sep 30, 2026 | |
Bob's Dough: The Absurd Bakery Unclear | We only use AI as a supporting tool. | MONADRA | - | Sep 30, 2026 | |
Peso Pena In-game content arttext | Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release. | Dotsmith | - | Sep 30, 2026 | |
永夜余烬 In-game content art | Some pre-generated 2D artwork, visual effects, icons, maps, promotional images, and achievement artwork were created or refined with generative AI during development. All AI-generated output was reviewed, edited, and integrated by the development team. The game does not use generative AI at runtime and does not generate player-facing text, images, audio, music, code, or other content while you play. | 隔壁老王 | - | Sep 30, 2026 | |
ROGRID In-game content artaudio | Generative AI was used to create content such as artwork and sound. | QuickTurtle Co., Ltd. | - | Sep 30, 2026 | |
Cosmic Dominion In-game content art | Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated. | DMarshallGaming | - | Sep 30, 2026 | |
ISKRA: Beneath The Frost In-game content art | ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision. | The Zioms Media | - | Sep 30, 2026 | |
DeskFins: Desktop Aquarium Store/marketing art | Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services. | 藍色天空 | - | Sep 30, 2026 | |
Casino School In-game content arttextcode | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Sep 30, 2026 | |
Frag Party In-game content arttext | Parts of Frag Party's artwork and translated text were produced with generative AI tools.
Artwork: the promotional key art that the store capsules are composed from, and a small number of
static wallpaper images used as backdrops behind a few of the challenges.
Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and
Simplified Chinese). English is the original and was written by hand.
Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments,
animation, interface layout and audio. Nothing is generated while you play, and the game does not
connect to any AI service. | Mena Games | - | Sep 30, 2026 | |
Backpack Legion Dev only code | Used gemini and deepseek to coding this game | Pikafun | - | Sep 30, 2026 | |
Kiribashiri: Asleep in the Drift Ice In-game content textartaudio | 本作の台詞と描写は、あらかじめ書かれたものだけを表示します。プレイ中に文章を生成する仕組みはなく、インターネット接続も使いません。
制作にあたっては、生成AIを次の範囲で使っています。
・文章:登場人物の台詞、描写、質問の言い換えは、開発者が設計した設定と検査のもとで生成AIが執筆し、開発者が確認・修正しました。
・画像:背景画像とストアページの表紙画像は、生成AIで作った画像を開発者が加工したものです。
・音楽:BGMと主題歌は、生成AI(Suno)で制作しました。主題歌の歌詞も生成AIで作成し、開発者が確認しました。
・プレイ中の入力の照合:プレイヤーが入力した文章を、用意された台詞のどれに当たるか判定するために、小さな言語モデル(multilingual-e5-small)をプレイヤーのPC内で実行します。このモデルは文章を生成せず、入力内容を外部へ送信しません。
効果音には生成AIを使っていません。 | kaedeasset | - | Sep 30, 2026 | |
Twin Compass In-game content art | Some of the visual assets in Twin Compass, including enemy and character illustrations, background art, and UI decoration, were created with the assistance of generative AI tools, then selected, edited, composited, and hand-tuned by the developer for use in the game. All game design, code, writing, systems, and final asset integration are human-authored. No AI is used at runtime, the game generates nothing on the player's machine and makes no external requests during play. | Crystal McNeil | - | Sep 30, 2026 | |
Fair21: Blackjack Store/marketing art | Generative AI was used for some artwork, including store capsule images and Steam library artwork. | Maple Ridge Haven | - | Sep 30, 2026 | |
Trick or Eat In-game content arttext | Logo/branding art: The game's logo and some promotional material was generated using an AI image generation tool.
Modeling: A handfull of props where generated using AI.
Localization: In-game text (menus, UI, dialogue, and other player-facing strings) has been translated into additional languages using AI translation tools, so accuracy and natural phrasing may vary by language. | Nether Tree Games | - | Sep 30, 2026 | |
ABYSSRIUM In-game content arttextaudio | Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay. | FLERO GAMES | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Football Transfer Insider Dev only | Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay. | OZL Games | - | Sep 30, 2026 | |
铜风旅团 In-game content art | Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game.
The game does not use generative AI to create content in real time during gameplay. | 铜风工作室 | - | Sep 30, 2026 | |
Piecework: The Jigsaw Museum In-game content text | We used AI as a supporting tool to translate and proofread the in-game text. Every translation was reviewed and adjusted by our team before it went into the game. | Warbyte Studios | - | Sep 30, 2026 |