Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer.
- Creator
- UNIQAZI
- Reviews
- -
- Added
- Jun 7, 2026
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer.
Generative AI was used to create ingame voices.
The music, dialogues, and artworks were partially created using AI tools.
Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI.
We used AI for many of the map assets and graphics heavily modified by humans.
AI Generated Assets Included
about AI I hope you can understand: With the help of AI, I created some of the game's background music and part of the visual assets.
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
Uses some AI for some assests, and throughout the development processes.
Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game.
Its used for some Art and some of the Code
Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision.
Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product.
Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game.
The game has no AI generated content. The store page have AI generated content (I used AI to upscale & enhance my own artwork).
This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets.
AI was used only to assist with game code
This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer.
The announcer in the demo is using text-to-speech (TTS). This is temporary and will be replaced with human voice acting in the full release.
Some background images and item images are AI-assisted.
Al were only used to assist with translating text into multiple languages.
Some 2D art assets in this game such as certain UI elements, background and map imagery, and loading screens were created with the help of generative AI tools.
Some content and assets used during development may have involved AI-assisted tools as part of the creative workflow.
Some Steam community assets were created or refined with the assistance of generative AI.
I use meshi Ai to make the models and swords
Backgrounds and Icon created by AI.
"Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay — ▎ all text, audio, and visuals are pre-authored and fixed."
Used for creating the game banner
Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
I used AI for localization.
Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product.
Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page. The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay.
Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself.
This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay.
The music and background tracks in the game were pre-generated using generative AI platforms. These AI-generated audio files were curated to fit the project's atmosphere and statically included in the game. The game does not use any real-time AI generation for content or music.
Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay.
The visual assets, audio, music, in-game text, and store page content of this game were created with the help of generative AI tools. All AI-generated content was reviewed, selected, and assembled by the developer. The game's design, code, and systems were created by the developer.
Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools.
Hero portraits and flavour text were created by AI tools.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience.
AI was used to enhance game code, prototype cover art, and create all music.
AI tools were used during development for assistance with programming and creation of promotional visual assets. AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer. Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay.
AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer.
Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay.
Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements.
AI was used ONLY to: - Create the soundtrack - Help with repetitive coding tasks
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Penguin Weapons In-game content artaudio | Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer. | UNIQAZI | - | Jun 7, 2026 | |
Cat Ball Arena In-game content audio | Generative AI was used to create ingame voices. | Fox with a Cap | - | Jun 7, 2026 | |
Wild West Miner Simulator: First Gun In-game content audiotextart | The music, dialogues, and artworks were partially created using AI tools. | Digital Melody | 69 | Jun 6, 2026 | |
Scared Numbers In-game content text | Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI. | vsaik | - | Jun 6, 2026 | |
Rescue Dogs vs Aliens Tower Defense In-game content art | We used AI for many of the map assets and graphics heavily modified by humans. | GoatCodeLLC | - | Jun 6, 2026 | |
Chiggas - Survival of the Mitiest In-game content | AI Generated Assets Included | UndaWirrldArcade | - | Jun 5, 2026 | |
Fury Journey 狂战之旅 In-game content audioart | about AI I hope you can understand:
With the help of AI, I created some of the game's background music and part of the visual assets. | Dongrenran | - | Jun 5, 2026 | |
Ball Guys: Merge Party In-game content audiocodetext | We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages. | Half Moon Studios Ltd | - | Jun 5, 2026 | |
Depths Unclear | Uses some AI for some assests, and throughout the development processes. | Depths Development Studio | - | Jun 5, 2026 | |
Armor of God Store/marketing art | Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game. | Shaun Graham | - | Jun 5, 2026 | |
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaP | - | Jun 5, 2026 | |
Samurai Pets In-game content art | Some of the 2D content was generated by AI but was then refined by humans to preserve the team’s artistic vision. | The Talking Boot Games | - | Jun 5, 2026 | |
Jump Duck In-game content artaudiotextcode | Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product. | Sharkbot | - | Jun 5, 2026 | |
Tetrabeasts In-game content audioart | Some assets included in this game were created with generative AI including some sound effects, background music, character sprites, background sprites, and the intro trailer that plays when launching the game. | Roxythe (Rocky) Harding | - | Jun 4, 2026 | |
Runic Dungeon Store/marketing art | The game has no AI generated content.
The store page have AI generated content (I used AI to upscale & enhance my own artwork). | Alexis & Friends | - | Jun 4, 2026 | |
Cow Abduction Frenzy In-game content art | This game uses pre-generated generative artificial intelligence tools for the creation of its storefront capsule art and promotional marketing assets. | Mysterious Alien | - | Jun 4, 2026 | |
Truck Maxxing Dev only code | AI was used only to assist with game code | Lam3Studios | - | Jun 4, 2026 | |
Mortis Loop In-game content audio | This game uses AI-generated music and sound effects created with Suno and ElevenLabs. All visual assets and code are handcrafted by the developer. | Red Panda | - | Jun 4, 2026 | |
Annexation In-game content audio | The announcer in the demo is using text-to-speech (TTS).
This is temporary and will be replaced with human voice acting in the full release. | Hotkey Clicker | - | Jun 4, 2026 | |
Concerto on White: Bass Hero In-game content art | Some background images and item images are AI-assisted. | C11 Games | - | Jun 4, 2026 | |
Dither Cleaning World In-game content text | Al were only used to assist with translating text into multiple languages. | Shaqi | - | Jun 4, 2026 | |
Rift Horizon art | Some 2D art assets in this game such as certain UI elements, background and map imagery, and loading screens were created with the help of generative AI tools. | Rift Horizon Studio | - | Jun 4, 2026 | |
They See Me Rollin' Unclear | Some content and assets used during development may have involved AI-assisted tools as part of the creative workflow. | Equal Games | - | Jun 3, 2026 | |
Deathless Store/marketing art | Some Steam community assets were created or refined with the assistance of generative AI. | OneTwoPlay | 181 | Jun 3, 2026 | |
Space Ends Unclear art | I use meshi Ai to make the models and swords | Marcello Alonzo | - | Jun 3, 2026 | |
Wild Climbers Peak Panic In-game content art | Backgrounds and Icon created by AI. | DeepFra | - | Jun 3, 2026 | |
Project AsteroidZ In-game content textcode | "Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed." | Timothy E. Winnie | - | Jun 3, 2026 | |
PixelBoss: Shattered Depths Store/marketing art | Used for creating the game banner | Quacky Games | 147 | Jun 3, 2026 | |
Crown Tactics In-game content text | Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text. | OfficeLabs Studios | - | Jun 3, 2026 | |
Loaded Dice - A Yahtzee Roguelike In-game content artaudio | Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists. | Yvantis | - | Jun 3, 2026 | |
Type For Speed In-game content text | I used AI for localization. | Akduman | - | Jun 3, 2026 | |
Roomrush Racer In-game content artaudio | Generative AI was used to assist with the creation of some 3D models, music, sound effects, and certain visual assets used in the game and on the store page. Tools such as Meshy AI and Suno AI were used during asset creation. All final assets were reviewed, selected, and edited before being included in the final product. | Benjamin Recker | - | Jun 3, 2026 | |
BeaconBound In-game content audioart | Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page.
The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay. | SMAR Studio | - | Jun 3, 2026 | |
galaksia online Store/marketing art | Generative AI tools were used during the creation of marketing and promotional materials for the game's Steam Store page and Community Hub assets. Specifically, the game's official community avatars, group banner backgrounds, and concept art presentations were generated using AI imagery tools to establish the game's retro space pixel-art aesthetic. No AI-generated assets are contained directly within the game code or build itself. | Stellario games | - | Jun 3, 2026 | |
The Big Owl Night In-game content arttextcode | This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay. | Visual Slumber Studios | - | Jun 3, 2026 | |
Bouncy Brawl In-game content audio | The music and background tracks in the game were pre-generated using generative AI platforms. These AI-generated audio files were curated to fit the project's atmosphere and statically included in the game. The game does not use any real-time AI generation for content or music. | Sky Software Studios | - | Jun 3, 2026 | |
Bonk Market In-game content artaudio | Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay. | Kevin He | - | Jun 3, 2026 | |
Nullbreak Protocol In-game content artaudiotext | The visual assets, audio, music, in-game text, and store page content of this game were created with the help of generative AI tools. All AI-generated content was reviewed, selected, and assembled by the developer. The game's design, code, and systems were created by the developer. | Bitareon Studio | - | Jun 3, 2026 | |
Cycling Champion In-game content artcode | Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools. | RaulM | - | Jun 3, 2026 | |
Mandate of Heaven : Dynasty Breakout Idle In-game content arttext | Hero portraits and flavour text were created by AI tools. | genkakusoft | - | Jun 3, 2026 | |
Random Horse Derby In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 3, 2026 | |
Lumibloom In-game content artaudio | Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience. | Zan Games | - | Jun 3, 2026 | |
Space Cat Arcade Adventure In-game content artaudiocode | AI was used to enhance game code, prototype cover art, and create all music. | Goblin Shaman Games | - | Jun 3, 2026 | |
TESSERACT: Echoes of the North In-game content codeart | AI tools were used during development for assistance with programming and creation of promotional visual assets.
AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer.
Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay. | MillerWorks Studio | - | Jun 3, 2026 | |
BlissFlow In-game content artaudiotextcode | AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer. | Flownautic | - | Jun 3, 2026 | |
Nova Star: Void Survival In-game content art | Some promotional artwork and store graphic backgrounds may include AI-assisted elements. The core gameplay, UI, ships, enemies, mechanics, systems and visual identity are created and edited by the developer using original game assets. | A.C. ANDRADE SUPORTE EM TI | - | Jun 3, 2026 | |
BOOSTDRIVE Store/marketing art | Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets. | MICROMETA | - | Jun 3, 2026 | |
Rat Musou In-game content artaudio | This game uses pre-generated AI-assisted content for certain promotional artwork, visual assets, and audio materials. No AI-generated content is created during gameplay. | Studio Bing-Huan | - | Jun 3, 2026 | |
Saw Rush In-game content artcode | Generative AI tools were used during the development process to assist in writing, optimizing, and refining C# scripts in Unity, as well as in the conceptualization, texture generation, and editing of 2D visual assets and user interface elements. | KBINDIE | - | Jun 3, 2026 | |
Space Invasion Infinite In-game content audiocode | AI was used ONLY to:
- Create the soundtrack
- Help with repetitive coding tasks | Michael Andi | - | Jun 3, 2026 |