AI was used as a supplemental tool for coding assistance and logic debugging; no AI-generated art, voice, or final assets were used.
- Creator
- Cosmic Wage Workers
- 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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AI was used as a supplemental tool for coding assistance and logic debugging; no AI-generated art, voice, or final assets were used.
During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design.
Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer. The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players.
キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。
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.
Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images.
Some store capsule and promotional images were created or assisted using generative AI tools. No gameplay content was generated by AI.
Spaceship models and some sound effects have been developed with the use of AI.
Text translations generated by AI.
有使用 AI 類型:音樂 (Pre-generated) 類型:部份程式腳本
AI was used in the production of a number of visual assets and the background music.
A coding agent was used to assist and generate some code for the game. An AI model was used to help with some ideas and design
This application utilizes local, offline Artificial Intelligence (AI) models as its primary infrastructure: 1. Speech-to-Text (ASR) using the offline Glint AI engine. 2. Neural Machine Translation (NMT) using the offline Glint AI engine. 3. Optional Local AI Translation Integration: Users can optionally activate and download local LLM models (such as Gemma and Qwen via the Ollama engine) to perform offline translations. All AI models and libraries, including the optional local LLM integrations, are executed entirely locally on the user's hardware. The application DOES NOT require or connect to any third-party cloud services or external AI generators.
This game features AI-assisted Sprite development and generation.
Multilingual content and some graphical assets.
Steam page design and English localization - This is an unusual game. It consists of a huge amount of text. We couldn't translate it with a professional translator due to the enormous cost. Despite this, we really want as many people as possible to play our game. That's why we made the game free. We also hope that this game will become a great experience for our next game.
AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer.
Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer.
AI-generated references are used for models, as well as some images.
All code in this game is generated with AI assistance. The game’s visuals and music also involve AI-aided processes, including image adjustments and extension of music segments. The gameplay concepts and skill/item designs are partially inspired by AI, with some skill and item names originating from AI-generated ideas.
Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience.
The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay.
Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality. Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance.
Chuyện Tết is a solo project. Due to limited design resources, I used AI to assist in generating backgrounds and in-game assets. I then personally reviewed, edited, and refined these visuals to ensure they accurately reflect my vision and the Southern Vietnamese cultural atmosphere of the 2010s.
I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players.
As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets. All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality. No AI generated content is produced in real time during gameplay.
This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality.
Generative AI was used only for temporary placeholder visuals on this Steam store page. These images are not final game content and will be replaced with original artwork created by our artists before release.
We poured our heart into designing Widget Idle. Generative AI was not a substitute for its creative direction. We believe generative AI can be a valuable tool for independent developers, but we won't pretend that this is a settled issue. To help consumers make an informed decision, here is how GenAI was used: TEXT Guidance Text: AI-assisted baseline, heavily revised by us. Localization: AI-assisted translation followed by extensive human revision. MUSIC All in-game tracks were produced with generative AI. They are curated, edited, and revised by us. This made it possible for us to deliver 70+ vetted tracks to our players within our means.
AI-generated content is used in some carpet textures and news icons.
This game uses AI to assist in creating some of the games Assets
We use AI to find Bugs and Performance Issues faster and also improve the workflow of implementing new features
Some artwork was created with AI assistance.
All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer.
AI Disclosure Generative AI tools were used to assist with writing store page descriptions and game development. All gameplay content — including art, audio, maze generation, and game mechanics — is created programmatically through traditional algorithms and code.
Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction.
“Helped finalize the AI game’s code and fix the shapes.”
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
Used AI-powered development tools and AI-assisted art tools.
Some translations were assisted by AI-powered tools.
AI support has been used for language translations as part of the game's localization process.
AI tools were used to help create the game’s soundtrack by generating the initial instrumental stems and raw audio elements. Those materials were then brought into Logic Pro, where the developer manually arranged, remixed, edited, and mastered them into the final tracks.
AI Disclosure This game uses pre-generated AI assets for specific visual elements: The beach background featured in branding and the title screen. Selected environmental details and decorative art within the game world (such as shop window graphics). AI tools were also used as efficiency aids during the development process (coding and reviews).
Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners). Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality. All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team. If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release.
Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools.
This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design.
Some UI elements feature images created using generative AI.
Code was partially written with AI assistance.
Some store materials (text and images) have been enhanced with AI.
AI tools were used to assist on the programming of the game
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Orbit's Grocery Dev only code | AI was used as a supplemental tool for coding assistance and logic debugging; no AI-generated art, voice, or final assets were used. | Cosmic Wage Workers | - | May 23, 2026 | |
Binary Proof In-game content artcode | During the development of this game, generative AI tools were used as a supportive resource for technical and creative tasks. Specifically, AI was utilized to assist in structuring complex C# scripts and providing visual reference images for world-building and character design. This allowed me as a solo developer to streamline my technical workflow and focus more on the core gameplay, environmental puzzles, and the unique atmospheric feel of the project. Every piece of AI-assisted logic or visual concept has been manually reviewed, adapted, and implemented by me to ensure it fits perfectly within the game's overall design. | Harun EŞKAR | - | May 23, 2026 | |
Nordic Homestead: A Quiet Restoration Game In-game content artaudiocode | Generative AI tools were used as development assistance for code prototyping, design iteration, selected promotional/store artwork, and AI-generated trailer music. The final game content is reviewed, edited, integrated, and curated by the developer.
The game does not use live generative AI during gameplay. No runtime AI-generated text, images, audio, or dialogue are produced for players. | Secora Systems | - | May 23, 2026 | |
Animal UFO In-game content art | キャラクターの原案および下書きはすべて制作者自身の手描きによるものですが、その清書や着彩の工程において、補助的に生成AI(Stable Diffusion等)を使用しています。 | Okamotodo | - | May 23, 2026 | |
BleepWare Incrementals 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 | |
Arkhe Store/marketing art | Artificial intelligence was occasionally used as a reference material for some visual assets and for store asset images. | STUDIO52 | - | May 23, 2026 | |
LAST STAND: DEAD DESERT Store/marketing art | Some store capsule and promotional images were created or assisted using generative AI tools. No gameplay content was generated by AI. | Musa Kaya Studio | - | May 23, 2026 | |
Hyperline In-game content artaudio | Spaceship models and some sound effects have been developed with the use of AI. | Eden Alba | - | May 23, 2026 | |
I Am Better Than You In-game content text | Text translations generated by AI. | Pablosoft | - | May 23, 2026 | |
日月協約 In-game content audiocode | 有使用 AI
類型:音樂 (Pre-generated)
類型:部份程式腳本 | WANG,HSUAN-YU | 10 | May 23, 2026 | |
Astral Archive In-game content artaudio | AI was used in the production of a number of visual assets and the background music. | Frostice Dev | - | May 23, 2026 | |
Fleet Manager: Logistics Simulator Dev only code | A coding agent was used to assist and generate some code for the game.
An AI model was used to help with some ideas and design | Woodheadgames Studio | - | May 23, 2026 | |
Glint Translator Live AI audiotext | This application utilizes local, offline Artificial Intelligence (AI) models as its primary infrastructure:
1. Speech-to-Text (ASR) using the offline Glint AI engine.
2. Neural Machine Translation (NMT) using the offline Glint AI engine.
3. Optional Local AI Translation Integration: Users can optionally activate and download local LLM models (such as Gemma and Qwen via the Ollama engine) to perform offline translations.
All AI models and libraries, including the optional local LLM integrations, are executed entirely locally on the user's hardware. The application DOES NOT require or connect to any third-party cloud services or external AI generators. | Mushav Software | - | May 23, 2026 | |
Ctrl+Alt+Defeat Zero Humanity In-game content art | This game features AI-assisted Sprite development and generation. | Andrei Becker Pacheco | - | May 23, 2026 | |
Memory Farm Unclear arttext | Multilingual content and some graphical assets. | Yuzu Game Studio | - | May 23, 2026 | |
Survive to Save In-game content text | Steam page design and English localization - This is an unusual game. It consists of a huge amount of text. We couldn't translate it with a professional translator due to the enormous cost. Despite this, we really want as many people as possible to play our game. That's why we made the game free. We also hope that this game will become a great experience for our next game. | Lazy Cat Game Studio | - | May 23, 2026 | |
Internet Cafe Tycoon In-game content codetext | AI tools were used to assist with code development and localization. All game design, art direction, and creative decisions were made by the developer. | Muzaffer Usta | - | May 23, 2026 | |
piano-BALL Store/marketing art | Some visual assets and promotional materials for this game were created with the assistance of generative AI tools and then edited and refined by the developer. | KIM DEA HYEON | - | May 23, 2026 | |
Echoes of the Mind In-game content art | AI-generated references are used for models, as well as some images. | TSG Games | - | May 23, 2026 | |
韭神:技能炒股 In-game content artaudiotext | All code in this game is generated with AI assistance. The game’s visuals and music also involve AI-aided processes, including image adjustments and extension of music segments. The gameplay concepts and skill/item designs are partially inspired by AI, with some skill and item names originating from AI-generated ideas. | MountainJoe | - | May 23, 2026 | |
TOOSIN : 투신 In-game content artcode | Generative AI was used to assist in creating certain in-game UI assets (such as combo icons), the main capsule (cover art), and for code debugging during the development process. All AI-assisted content has been manually reviewed, refined, and integrated by the developer to ensure a high-quality experience. | TEAM NIRIZ | 14 | May 23, 2026 | |
天机·大唐重构 In-game content art | The developer uses Generative AI tools to assist in the creation of 2D character sprites, background artwork, UI elements, and visual effects frames. All AI-generated graphical assets are pre-rendered, manually edited, and carefully integrated into the game engine by the developer. The game does not generate any AI content in real-time during gameplay. | Villager B Studio | - | May 23, 2026 | |
Iris and the Moonlight Bakery In-game content arttext | Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality.
Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance. | Gunoha Games | - | May 23, 2026 | |
Tet Story In-game content art | Chuyện Tết is a solo project. Due to limited design resources, I used AI to assist in generating backgrounds and in-game assets. I then personally reviewed, edited, and refined these visuals to ensure they accurately reflect my vision and the Southern Vietnamese cultural atmosphere of the 2010s. | The KIET Dev | - | May 23, 2026 | |
The Shaman: What's in Your House? Dev only codetext | I used AI tools (such as ChatGPT) to assist in writing scripts and optimizing the game code, which helped bridge the technical gap as an individual developer. Additionally, AI was used for English translation and proofreading to ensure a natural and high-quality narrative for global players. | Myosi | - | May 23, 2026 | |
Architect of War In-game content art | As a solo developer, I used generative AI tools to assist with certain parts of development, including the creation of some visual assets.
All generated content has been carefully reviewed, adjusted, and manually integrated to ensure artistic consistency, and overall game quality.
No AI generated content is produced in real time during gameplay. | Six Sided Studio | - | May 23, 2026 | |
Trees Inc In-game content arttext | This game uses generative AI tools during development to create some visual assets, including store capsule artwork, and to assist with localization. All AI-generated content has been reviewed, edited, and refined to ensure consistency and quality. | Mobmonks | 35 | May 23, 2026 | |
Malk In-game content art | Generative AI was used only for temporary placeholder visuals on this Steam store page. These images are not final game content and will be replaced with original artwork created by our artists before release. | Evertry Games | - | May 23, 2026 | |
Widget Idle In-game content textaudio | We poured our heart into designing Widget Idle. Generative AI was not a substitute for its creative direction.
We believe generative AI can be a valuable tool for independent developers, but we won't pretend that this is a settled issue. To help consumers make an informed decision, here is how GenAI was used:
TEXT
Guidance Text: AI-assisted baseline, heavily revised by us.
Localization: AI-assisted translation followed by extensive human revision.
MUSIC
All in-game tracks were produced with generative AI. They are curated, edited, and revised by us.
This made it possible for us to deliver 70+ vetted tracks to our players within our means. | GrapeScape | - | May 23, 2026 | |
絨毯を洗うゲーム In-game content art | AI-generated content is used in some carpet textures and news icons. | daimaGAME | - | May 23, 2026 | |
CatBun Idle In-game content art | This game uses AI to assist in creating some of the games Assets | Lone Pixel Studios | - | May 23, 2026 | |
Shape Together Dev only code | We use AI to find Bugs and Performance Issues faster and also improve the workflow of implementing new features | Blu | - | May 23, 2026 | |
宝箱怪大冒险 In-game content art | Some artwork was created with AI assistance. | MiniBaga | - | May 23, 2026 | |
Centurion's Gambit In-game content artaudio | All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer. | iebaz | - | May 23, 2026 | |
Still Lost In-game content textcode | AI Disclosure
Generative AI tools were used to assist with writing store page descriptions and game development. All gameplay content — including art, audio, maze generation, and game mechanics — is created programmatically through traditional algorithms and code. | Project571 | - | May 23, 2026 | |
Mercenary Brotherhood In-game content art | Some visual assets in this game were generated using AI. As a one‑person developer, I use these tools to accelerate production, but all images are reviewed, refined, and finalized by me to maintain a consistent artistic direction. | SC Strategy Games | - | May 23, 2026 | |
Split Fate Dev only code | “Helped finalize the AI game’s code and fix the shapes.” | Nauron Studio | - | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
Tokamak Hand Unclear codeart | Used AI-powered development tools and AI-assisted art tools. | Ricky Ge | - | May 23, 2026 | |
Spiretela In-game content text | Some translations were assisted by AI-powered tools. | Shivary Game Studio | - | May 23, 2026 | |
Misa Online In-game content text | AI support has been used for language translations as part of the game's localization process. | Misa Games | - | May 23, 2026 | |
NODGE In-game content audio | AI tools were used to help create the game’s soundtrack by generating the initial instrumental stems and raw audio elements. Those materials were then brought into Logic Pro, where the developer manually arranged, remixed, edited, and mastered them into the final tracks. | KarateSalad Games | - | May 23, 2026 | |
Hansi auf Sylt In-game content art | AI Disclosure
This game uses pre-generated AI assets for specific visual elements:
The beach background featured in branding and the title screen.
Selected environmental details and decorative art within the game world (such as shop window graphics).
AI tools were also used as efficiency aids during the development process (coding and reviews). | Frank Dirk Rittberger | - | May 23, 2026 | |
Necromancer's Army In-game content audiotextart | Necromancer's Army uses generative AI to assist with portions of the in-game soundtrack and certain Steam store marketing assets (such as capsule art and banners).
Localization for the game's 8 supported languages was created using AI-assisted translation and reviewed and refined by our team for overall accuracy and quality.
All in-game visuals are procedurally generated through deterministic algorithms and do not use machine learning or AI techniques. All narrative writing is fully authored by our team.
If the game finds its audience, we plan to replace these AI-assisted assets with original work commissioned from human artists, and have the localization reviewed by native speakers prior to full release. | Wander & Wilt Studios | - | May 23, 2026 | |
Crownseeker Store/marketing art | Crownseeker's store page artwork — including capsule images and promotional materials — was created with the assistance of generative AI image tools. | Jeremy Petersen | - | May 23, 2026 | |
Picklemania: The Ultimate Showdown In-game content art | This game uses generative artificial intelligence to assist in the creation of certain visual elements. AI tools are used during development to help generate concept art, and refine environmental details. All AI-assisted content is carefully reviewed, edited, and integrated by the development team to ensure originality and consistency with the game’s style and design. | The Pickle Inc. | - | May 23, 2026 | |
PLACE TO FIT In-game content art | Some UI elements feature images created using generative AI. | BitRockGames | - | May 23, 2026 | |
Historarium Dev only code | Code was partially written with AI assistance. | SemiRandom Interactive | - | May 23, 2026 | |
The Day I Started Harvesting Store/marketing textart | Some store materials (text and images) have been enhanced with AI. | Creamative | - | May 23, 2026 | |
Blitzcade Dev only code | AI tools were used to assist on the programming of the game | MG | - | May 23, 2026 |