I generated the store page images with AI and some of the content in the game
- Creator
- eoin tolster
- Reviews
- -
- Added
- Mar 18, 2026
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I generated the store page images with AI and some of the content in the game
Used only for image generation.
The game's logo and some in-game artwork were created using generative AI.
Se utilizó la inteligencia artificial generativa de Google Gemini para crear los siguientes recursos gráficos del juego: imagenes avatar, imagenes botones tirar i finalizar turno. Todo el contenido generado ha sido revisado cuidadosamente por el equipo de desarrollo para asegurar que no infringe ningún derecho de autor ni contiene material inapropiado
Artificial intelligence was used in the game to process different processes for each player. Each player’s choices will shape how the game unfolds. In other words, the game’s Artificial Intelligence will produce different results each time.
We use AI-generated images for our card characters.
All in-game art was created by real human artists. The AI tool Cursor (a programming IDE) was used to help with developing the code for the game itself. The initial background of the icon used for the game was generated using AI tools.
Some game images are generated by AI.
Some store page images were generated using AI tools and then edited by artists
We use AI tools to support our development process by accelerating early concept creation and iteration. This helps our small team work more efficiently while maintaining full creative control and artistic direction. You can learn our AI pipelines here: https://www.mutatefightpurr.com/ai
AI is used to generate some faces of the people in the game, as well as some of the logos.
Use of AI in Development Artificial intelligence has been used as a creative and technical assistant throughout the development of Portal Beasts. AI tools have supported the process in several ways: 💻 Code Assistance: Helping to write, optimize, and debug gameplay systems in Godot, including combat logic, monster AI, animations, and UI functionality. 🎨 Graphic Support: Generating concept art, logo variations, and promotional visuals inspired by the game’s pixel art style. 🧠 Design Feedback: Providing ideas, structure, and iteration support for gameplay mechanics, interface layouts, and presentation materials (like Steam assets). All AI-generated material has been curated, refined, and integrated manually to ensure it fits the artistic and gameplay vision of Portal Beasts.
Used for Concept Art
This game uses generative AI for coding assistance and translation reference. All in-game graphics, music, and sound effects are created by human creators and do not contain AI-generated content. *This excludes placeholder assets used during development (including demos) and third-party assets.
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.
The game's store visuals were created using artificial intelligence.
Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers.
Using AI for voice generating of some characters
The visuals of Sidyq were created through a process combining AI generation and manual adjustments. As a solo developer, I don’t have full graphic design skills, and AI was an essential tool to produce the game’s assets. Every final element was then carefully refined by hand to ensure visual consistency and a unique style for the world of Sidyq.
AI was used to support the creative process in various assets.
Icons of items and characters were generated using artificial intelligence.
We used AI technology to assist in polishing the details of certain art assets and creating promotional marketing images. All final content was manually processed and finalized by humans.
- 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.
We used AI to design the capsules featured on the game's store page.
Some visual elements and sound effects are created with the assistance of AI tools.
Some of the UI textures were created using AI tools.
Some content is pre-rendered by AI.
Some UI assets in War Pawns were created with the assistance of generative AI tools during development. These assets were reviewed, selected, and integrated by the developer as part of the game’s user interface. Generative AI was used only for pre-generated interface visuals, and the game does not use AI-generated content during gameplay. All gameplay systems, design, and programming were created manually.
The card images are AI
This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience.
1.Partial promotional materials. 2.English translation content. 3.Some in-game monster characters.
This game uses AI-generated assets (background images and character tokens). Early Access revenue will go towards commissioning non-AI art.
The images on the Steam store page use artificial intelligence.
The in-game images, music, voices, and translations were created using AI.
This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
・Program Development Support: Using GitHub Copilot and OpenAI ChatGPT for code completion and refactoring. ・Graphic and Design Creation Support: Utilizing OpenAI ChatGPT and Google Gemini to support asset creation. ・Scenario Writing Support: Employing OpenAI ChatGPT and Microsoft 365 Copilot for story structuring and text improvement. ・Pre-translated content using OpenAI API (gpt-4o-mini) for multilingual support.
This game contains recorded as well as AI generated voice lines based on licensed voice artists.
The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay.
Generative AI was used for images generation used in-game. Part of generated images was then corrected by a paid human worker. Another generated part is relatively low quality and is aimed to be replaced by proper art before the full release. Images for the Steam page are including AI-generated graphical content from the game. Generative AI was also partially used for programming help, with every generated line being reviewed by the actual developer. "OpenAI ChatGPT" and "pixellab.ai" were used during development.
The game's program code contains AI-generated content.
Used AI Image Editor
Some icons are generated; the artist claimed he used AI-generated references for pixel 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.
The in-game assets generated by AI
We have used AI to generate game assets and marketing assets.
Some assets and promotional materials were created or enhanced using AI tools. However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control.
The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation).
All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated.
Generative AI has been used only for the following things but will be replaced before the full release: -Voice announcements at the start of the battle -A few GUI elements and buttons
There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Flocking Wars In-game content art | I generated the store page images with AI and some of the content in the game | eoin tolster | - | Mar 18, 2026 | |
Molodoy Simulator Unclear art | Used only for image generation. | Erich Meurer | - | Mar 18, 2026 | |
MergeShift In-game content art | The game's logo and some in-game artwork were created using generative AI. | Boogygames Studios | - | Mar 18, 2026 | |
Generala In-game content art | Se utilizó la inteligencia artificial generativa de Google Gemini para crear los siguientes recursos gráficos del juego: imagenes avatar, imagenes botones tirar i finalizar turno. Todo el contenido generado ha sido revisado cuidadosamente por el equipo de desarrollo para asegurar que no infringe ningún derecho de autor ni contiene material inapropiado | FMA.Corp | - | Mar 18, 2026 | |
Artificial Intelligence Simulator Live AI text | Artificial intelligence was used in the game to process different processes for each player. Each player’s choices will shape how the game unfolds. In other words, the game’s Artificial Intelligence will produce different results each time. | OA Game Studio | - | Mar 18, 2026 | |
Schoolgirl Card Pull Simulator In-game content art | We use AI-generated images for our card characters. | Violet Soft | 33 | Mar 18, 2026 | |
Sudoku Dungeon In-game content artcode | All in-game art was created by real human artists.
The AI tool Cursor (a programming IDE) was used to help with developing the code for the game itself.
The initial background of the icon used for the game was generated using AI tools. | Sincere Pixels | - | Mar 18, 2026 | |
三国俱乐部经理 Store/marketing art | Some game images are generated by AI. | COSO | - | Mar 18, 2026 | |
QuadKings: Fog of Checkmate Store/marketing art | Some store page images were generated using AI tools and then edited by artists | RoboForgeStudios | - | Mar 18, 2026 | |
Mutate! Fight! Purr! Dev only art | We use AI tools to support our development process by accelerating early concept creation and iteration. This helps our small team work more efficiently while maintaining full creative control and artistic direction.
You can learn our AI pipelines here: https://www.mutatefightpurr.com/ai | Sandman Team | - | Mar 18, 2026 | |
Absolute Tennis Manager 2 In-game content art | AI is used to generate some faces of the people in the game, as well as some of the logos. | ATEMIX | - | Mar 18, 2026 | |
Portal Beasts In-game content artcode | Use of AI in Development
Artificial intelligence has been used as a creative and technical assistant throughout the development of Portal Beasts.
AI tools have supported the process in several ways:
💻 Code Assistance: Helping to write, optimize, and debug gameplay systems in Godot, including combat logic, monster AI, animations, and UI functionality.
🎨 Graphic Support: Generating concept art, logo variations, and promotional visuals inspired by the game’s pixel art style.
🧠 Design Feedback: Providing ideas, structure, and iteration support for gameplay mechanics, interface layouts, and presentation materials (like Steam assets).
All AI-generated material has been curated, refined, and integrated manually to ensure it fits the artistic and gameplay vision of Portal Beasts. | Lasse Valentin | - | Mar 18, 2026 | |
Hours 2–4: Dead City Protocol Store/marketing art | Used for Concept Art | NateProductionsInc | - | Mar 18, 2026 | |
Architect Fray In-game content codetext | This game uses generative AI for coding assistance and translation reference.
All in-game graphics, music, and sound effects are created by human creators and do not contain AI-generated content.
*This excludes placeholder assets used during development (including demos) and third-party assets. | gunsturn Inc. | - | 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 | |
Crypto Trading Simulator Store/marketing art | The game's store visuals were created using artificial intelligence. | SUMER | 32 | Mar 18, 2026 | |
Night Invasion Store/marketing art | Artificial intelligence is only used for a few non-playable visuals: the game’s title screen (main menu artwork) and some promotional graphics on the Steam store page. No in-game sprites, animations, textures, gameplay assets, sounds, or mechanics are generated by AI. All playable content is fully created by human artists and developers. | Night Invasion Division | - | Mar 18, 2026 | |
Only Tactics In-game content audio | Using AI for voice generating of some characters | Halynskyi Oleksandr | - | Mar 18, 2026 | |
Sidyq In-game content art | The visuals of Sidyq were created through a process combining AI generation and manual adjustments.
As a solo developer, I don’t have full graphic design skills, and AI was an essential tool to produce the game’s assets.
Every final element was then carefully refined by hand to ensure visual consistency and a unique style for the world of Sidyq. | Yozamu | - | Mar 18, 2026 | |
The Darker Night - Tactics Unclear | AI was used to support the creative process in various assets. | Spinnerzeit | - | Mar 18, 2026 | |
Potuzhna country In-game content art | Icons of items and characters were generated using artificial intelligence. | N1claszGames | - | Mar 18, 2026 | |
BattleSiege Store/marketing art | We used AI technology to assist in polishing the details of certain art assets and creating promotional marketing images. All final content was manually processed and finalized by humans. | KindHero | - | 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 | |
Kingspath Store/marketing art | We used AI to design the capsules featured on the game's store page. | Winterdreams | - | Mar 18, 2026 | |
One Tower Defense In-game content artaudio | Some visual elements and sound effects are created with the assistance of AI tools. | Stavrev Dev | 44 | Mar 18, 2026 | |
Break Through In-game content art | Some of the UI textures were created using AI tools. | Hamster Wheel Studio | - | Mar 18, 2026 | |
星屑防线Stardust Bulwark In-game content art | Some content is pre-rendered by AI. | Developers | 12 | Mar 18, 2026 | |
War Pawns In-game content art | Some UI assets in War Pawns were created with the assistance of generative AI tools during development. These assets were reviewed, selected, and integrated by the developer as part of the game’s user interface. Generative AI was used only for pre-generated interface visuals, and the game does not use AI-generated content during gameplay. All gameplay systems, design, and programming were created manually. | SOKILL | - | Mar 18, 2026 | |
GoGDoD In-game content art | The card images are AI | WAP | - | Mar 18, 2026 | |
Magic Array Defense Store/marketing art | This game does not use AI to generate any runtime content during gameplay. AI tools were used only for marketing and promotional materials and do not affect the game itself or player experience. | 森罗红方工作室 | - | 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 | |
The Umbral Seal In-game content art | This game uses AI-generated assets (background images and character tokens).
Early Access revenue will go towards commissioning non-AI art. | Dominictus Games | - | Mar 18, 2026 | |
Tung Tung Together: Online Deathrun Party Store/marketing art | The images on the Steam store page use artificial intelligence. | DarkRook Interactive | - | Mar 18, 2026 | |
Necro Genesis In-game content artaudiotext | The in-game images, music, voices, and translations were created using AI. | Seriass Games | - | Mar 18, 2026 | |
Mini Heroes: Squad Online In-game content art | This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Rokito Games | - | Mar 18, 2026 | |
Bridge Orders - Outrim: The Unseen Enemy In-game content codearttext | ・Program Development Support: Using GitHub Copilot and OpenAI ChatGPT for code completion and refactoring.
・Graphic and Design Creation Support: Utilizing OpenAI ChatGPT and Google Gemini to support asset creation.
・Scenario Writing Support: Employing OpenAI ChatGPT and Microsoft 365 Copilot for story structuring and text improvement.
・Pre-translated content using OpenAI API (gpt-4o-mini) for multilingual support. | POISOFT | - | Mar 18, 2026 | |
The Extinction Directive In-game content audio | This game contains recorded as well as AI generated voice lines based on licensed voice artists. | CustomBit | - | Mar 18, 2026 | |
Killing Momentum: Umbral Moon In-game content art | The developer utilized AI image generation tools to assist in the creation of specific static visual assets where professional human artist craft was not financially viable for a solo project. These assets include the store capsule art, menu background textures, and narrative event illustrations. All AI generated output was heavily curated, edited, and painfully amended by the developer to ensure consistency with the game's 1970s pulp fantasy aesthetic and pixel-art gameplay. No AI is used to generate content live during gameplay. | Circle Of Hex | - | Mar 18, 2026 | |
Shardorium In-game content artcode | Generative AI was used for images generation used in-game. Part of generated images was then corrected by a paid human worker. Another generated part is relatively low quality and is aimed to be replaced by proper art before the full release.
Images for the Steam page are including AI-generated graphical content from the game.
Generative AI was also partially used for programming help, with every generated line being reviewed by the actual developer.
"OpenAI ChatGPT" and "pixellab.ai" were used during development. | Turtle Speed Development | - | Mar 18, 2026 | |
エモンズバウト Dev only code | The game's program code contains AI-generated content. | オタコン | - | Mar 18, 2026 | |
Guild Manager Unclear art | Used AI Image Editor | Benjamin King | - | Mar 18, 2026 | |
Cosmist In-game content art | Some icons are generated; the artist claimed he used AI-generated references for pixel art. | Gulbrandr Studio | - | 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 | |
Football Club Inside In-game content | The in-game assets generated by AI | Vladimir Pliashkun | - | Mar 18, 2026 | |
Gully Champ In-game content art | We have used AI to generate game assets and marketing assets. | Studio Innovate Private Limited | - | Mar 18, 2026 | |
Battle Synth In-game content arttext | Some assets and promotional materials were created or enhanced using AI tools.
However, all game content is original, owned by the developer, and does not include unlicensed third-party material. The AI tools were used only to assist in creating art, text, and marketing visuals under full creative control. | Cow Games | 66 | Mar 18, 2026 | |
Power TD In-game content arttext | The game and its Steam store page include some AI-generated images and translated text content (all non-Chinese text was generated using AI translation). | FunGame Studio | - | Mar 18, 2026 | |
Ballistic Brews In-game content artaudio | All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated. | Syncarnation Studio Inc. | - | Mar 18, 2026 | |
Ludus Magnatus: Gladiator Manager Simulator In-game content audioart | Generative AI has been used only for the following things but will be replaced before the full release:
-Voice announcements at the start of the battle
-A few GUI elements and buttons | Contec Games | - | Mar 18, 2026 | |
Cold Trigger Store/marketing art | There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials. | Paulo Vitor | - | Mar 18, 2026 |