Some in-game 3D models, textures and sound effects are generated by code written with AI assistance.
- Creator
- nanophage research
- Reviews
- -
- Added
- Oct 10, 2026
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Some in-game 3D models, textures and sound effects are generated by code written with AI assistance.
AI tools helped create some artwork, textures, visual effects, sound effects, ambience, instrumental music, translations, and store text. These are pre-generated, fixed assets. No AI content is generated and no third-party AI service is contacted during gameplay.
Some content in this game and its store materials was created with the help of generative AI: - Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer. - The trailer narration was generated with ElevenLabs. - The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand. Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running.
Generative AI was used only as a supporting tool for the design of some fictional potions, selected game artwork, and language translation.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life. Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service. I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun. The goal should always be making something that human beings will enjoy.
We used AI tools to help write some of the text in the game and on this store page.
This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models.
Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words.
Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play.
Some visual assets, audio and text were created with generative AI tools and edited by the developer.
Some images in the game were generated using AI tools and then refined by the game's developer. All the music in the game was written by the game's developer, but the mastering was done using AI tools. The 3D character models (all except the zombie mutants) were initially generated via AI and later refined and adapted by the game's developer.
-AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content.
Store images are ai generated.
AI tools were used to fix code.
AI was used to generate and edit the title logo. Some of the music was generated or arranged using AI.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
The code base is built with help from AI including artwork and sounds.
Except for gameplay design and some sound effects and art assets, the game’s code, 3D models, localization text, and other content were generated by GPT during development. Development was carried out through direct conversations with the 6.0-Astra and 6.1sol large language models, without predefined workflows or external Skills. The 3D models were created from written descriptions and reference images, with GPT writing and executing Blender scripts. All such content was created during development. The game does not use generative AI to create content in real time during gameplay. In the future, we may use newer large language models to further improve the game’s art quality and visual presentation, while comparing how different large language models perform in game development.
Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime.
The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play.
Generative AI tools were used during development to assist in creating some pre-generated 3D assets. All AI-assisted content is created and reviewed during development. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to help create portions of the game's audio, visual assets, and written content, including background music and sound effects. AI assistance was also used for promotional artwork. These materials were selected, edited, and reviewed by the developer before inclusion. The core gameplay rules, design decisions, and final implementation were directed by the developer. The game uses pre-generated content and does not generate new content with AI during gameplay.
- Background Music
This game uses AI-generated art and other assets.
BROKEN CHORD uses generative AI in the creation of selected music and visual assets used in the game and its presentation. AI-generated material is curated, edited, and integrated into the game’s overall artistic and audiovisual direction by the developer.
Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play.
ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis.
Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards.
AI tools were used for some voice lines, some 3D props, and some textures.
The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing.
AI Disclosure: Environment & Art: 20% AI-assisted — used for fixing minor 3D model anomalies and supplementing certain Unity assets. Programming: 50% AI-assisted — used alongside custom coding to assist with code refactoring and feature development. Music: 100% generated using SUNO AI. Sound Effects: 20% generated via AI, with the majority sourced from licensed SFX libraries. UI & User Interaction: 50% AI-assisted, 50% Unity Assets.
The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play.
Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play.
Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer.
Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
Generative AI assisted in creating some assets, including characters, images, music, and sound effects.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
Generative AI was used to create some promotional artwork.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Soul Snake 3D In-game content artaudiocode | Some in-game 3D models, textures and sound effects are generated by code written with AI assistance. | nanophage research | - | Oct 10, 2026 | |
Just One More Fly In-game content artaudiotext | AI tools helped create some artwork, textures, visual effects, sound effects, ambience, instrumental music, translations, and store text. These are pre-generated, fixed assets. No AI content is generated and no third-party AI service is contacted during gameplay. | Vengbox | - | Oct 10, 2026 | |
Billiard Cat In-game content audioart | Some content in this game and its store materials was created with the help of generative AI:
- Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer.
- The trailer narration was generated with ElevenLabs.
- The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand.
Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay. | YOIAO | - | Oct 10, 2026 | |
Prison Empire In-game content audiotext | The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo). | HIS Games | - | Oct 10, 2026 | |
DON'T LET THEM BOARD! In-game content arttext | Generative AI was used to create some of the game's content. The illustrations and the characters (character designs and artwork and models) were created with the help of generative AI tools, then selected, edited and integrated by the developer. Some English localization text (UI and character descriptions) and the store page description were also drafted with an AI assistant and reviewed and edited by the developer. The game does not generate any content with AI while it is running. | Nakaday | - | Oct 10, 2026 | |
Sort the Magic Potions: Tidy Up and Shelve In-game content arttext | Generative AI was used only as a supporting tool for the design of some fictional potions, selected game artwork, and language translation. | Sleepless Alchemist | - | Oct 10, 2026 | |
Order of the Crystalline Tortoise Dev only artaudiotextcode | NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy. | NBD2 | - | Oct 10, 2026 | |
Hole Lotta Loot Store/marketing text | We used AI tools to help write some of the text in the game and on this store page. | HustleGrow AB | - | Oct 10, 2026 | |
Capital Circuit In-game content textart | This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models. | MLG Productions | - | Oct 10, 2026 | |
Last Call: Bar Simulator In-game content arttextaudio | Generative AI was used to create promotional store artwork and assist with written store descriptions. The game includes Midnight Cocktails, an instrumental background-music track created with Suno. It contains no sung or spoken words. | Marji Development Studio | - | Oct 10, 2026 | |
Minato Shokudo: Mirage of the Great Clam In-game content textcode | Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play. | 電脳鈴木組 | - | Oct 10, 2026 | |
辞职修仙传 In-game content artaudiotext | Some visual assets, audio and text were created with generative AI tools and edited by the developer. | Infans Studio | - | Oct 10, 2026 | |
The Last UNION In-game content artaudio | Some images in the game were generated using AI tools and then refined by the game's developer. All the music in the game was written by the game's developer, but the mastering was done using AI tools. The 3D character models (all except the zombie mutants) were initially generated via AI and later refined and adapted by the game's developer. | DevStoria | - | Oct 10, 2026 | |
Abax Dev only art | -AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content. | AtheridGames | - | Oct 10, 2026 | |
One More Band Store/marketing art | Store images are ai generated. | Crush Bug Studios | - | Oct 10, 2026 | |
Phone Shop Simulator Dev only code | AI tools were used to fix code. | ZippyTurnips | - | Oct 10, 2026 | |
Revenger BEFORE ORIGIN In-game content artaudio | AI was used to generate and edit the title logo.
Some of the music was generated or arranged using AI. | nazenaninadesico | - | Oct 10, 2026 | |
Sons of Infinite Dawn In-game content art | Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services. | MDC Gaming | - | Oct 10, 2026 | |
DesktopKins In-game content artaudiocode | The code base is built with help from AI including artwork and sounds. | IamGru | - | Oct 10, 2026 | |
别被老师逮到! In-game content arttextcode | Except for gameplay design and some sound effects and art assets, the game’s code, 3D models, localization text, and other content were generated by GPT during development. Development was carried out through direct conversations with the 6.0-Astra and 6.1sol large language models, without predefined workflows or external Skills. The 3D models were created from written descriptions and reference images, with GPT writing and executing Blender scripts.
All such content was created during development. The game does not use generative AI to create content in real time during gameplay.
In the future, we may use newer large language models to further improve the game’s art quality and visual presentation, while comparing how different large language models perform in game development. | mofishya | - | Oct 10, 2026 | |
Roadside Burger Shack In-game content textart | Generative AI tools were used during development to assist with localization, translation drafts, and selected promotional artwork. All AI-assisted content is pre-generated and reviewed before use. No generative AI is used at runtime. | ShiftWave Games | - | Oct 10, 2026 | |
I'm not an Idiot In-game content textart | The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play. | alpacaman | - | Oct 10, 2026 | |
unchess In-game content art | Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play. | Trash Games | - | Oct 10, 2026 | |
3D Printing Store Simulator In-game content art | Generative AI tools were used during development to assist in creating some pre-generated 3D assets. All AI-assisted content is created and reviewed during development. The game does not generate AI content during gameplay and does not connect to external AI services. | IW Works | - | Oct 10, 2026 | |
白将 In-game content audioarttext | Generative AI tools were used during development to help create portions of the game's audio, visual assets, and written content, including background music and sound effects. AI assistance was also used for promotional artwork. These materials were selected, edited, and reviewed by the developer before inclusion. The core gameplay rules, design decisions, and final implementation were directed by the developer. The game uses pre-generated content and does not generate new content with AI during gameplay. | Laoshan | - | Oct 10, 2026 | |
Simply A Button general | - Background Music | FoolishMe Studios | - | Oct 10, 2026 | |
Tiny Tavern In-game content art | This game uses AI-generated art and other assets. | VAFORT | - | Oct 10, 2026 | |
BROKEN CHORD In-game content artaudio | BROKEN CHORD uses generative AI in the creation of selected music and visual assets used in the game and its presentation. AI-generated material is curated, edited, and integrated into the game’s overall artistic and audiovisual direction by the developer. | ilkerrbr | - | Oct 10, 2026 | |
Spherion In-game content art | Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play. | DPとーやま | - | Oct 10, 2026 | |
ENROQUIA In-game content audioarttext | ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis. | NORBILANDIA | - | Oct 10, 2026 | |
배달 시뮬레이터: 판교역 In-game content arttext | Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards. | Works On My PC Studio | - | Oct 10, 2026 | |
EVICTIO In-game content audioart | AI tools were used for some voice lines, some 3D props, and some textures. | BD Interactive Studios | - | Oct 10, 2026 | |
SWIMSUIT ZOMBIES Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images. | CIVILIUS | - | Oct 10, 2026 | |
Sunlit Suites Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Sunlit Suites Studio | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
Halloween 3D Store/marketing arttext | Store page capsule art, library artwork and some store page text were created with the help of AI tools and reviewed by the developer. The game does not generate any content with AI while playing. | jmApp | - | Oct 10, 2026 | |
Escape From Necromaze In-game content artcodeaudiotext | AI Disclosure:
Environment & Art: 20% AI-assisted — used for fixing minor 3D model anomalies and supplementing certain Unity assets.
Programming: 50% AI-assisted — used alongside custom coding to assist with code refactoring and feature development.
Music: 100% generated using SUNO AI.
Sound Effects: 20% generated via AI, with the majority sourced from licensed SFX libraries.
UI & User Interaction: 50% AI-assisted, 50% Unity Assets. | Unwilling Studio | - | Oct 10, 2026 | |
Simply Padel In-game content text | The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play. | Avzilabs | - | Oct 10, 2026 | |
Call Me, Liar In-game content audioarttextcode | Some voices, music, sound effects, 3D models, images, text, translations and code were made with AI tools and then edited by the developer. Nothing is generated by AI while you play. | MrLkn | - | Oct 10, 2026 | |
Carrer Manager 27 In-game content art | As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience. | Turn Games | - | Oct 10, 2026 | |
Airport Land: Air Traffic Control In-game content artaudio | Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text. | Safafish | - | Oct 10, 2026 | |
Eclipse Conquest In-game content artaudio | Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay. | NoxFern Games | - | Oct 10, 2026 | |
Emberquiver Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Emberquiver Studio | - | Oct 10, 2026 | |
Put the Ball in the Hole In-game content textart | Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play. | Uggly Game Studios | - | Oct 10, 2026 | |
Estación Libertad In-game content audio | Some voice lines and background audio effects in this game were generated or modified using generative artificial intelligence tools. These audio files were then processed and mixed manually by the developer. | Sebastián Barra | - | Oct 10, 2026 | |
The Long Watch In-game content artaudiotextcode | Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running. | Lone Torch Games | - | Oct 10, 2026 | |
Çay Ocağı: Bir Bardak Daha In-game content art | Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code. | Akgul Studio | - | Oct 10, 2026 | |
MAYBE YOU! In-game content artaudio | Generative AI assisted in creating some assets, including characters, images, music, and sound effects. | kasajin | - | Oct 10, 2026 | |
Gamejam In-game content arttext | We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services. | Sentifold | - | Oct 10, 2026 | |
Hyped Store/marketing art | Generative AI was used to create some promotional artwork. | Nick | - | Oct 10, 2026 |