The dubbing was done using AI
- Creator
- PigZ
- Reviews
- -
- Added
- May 23, 2026
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The dubbing was done using AI
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
AI was used to create some of the artwork, sprites and music.
a part of main logo. edited then by hand
This game used AI in background images and the AI's response dataset.
Used AI to help with localizations
This game uses a local AI language model to generate the NPC's dialogue in real-time during gameplay. All AI processing runs entirely on your device using bundled software, no internet connection is required and no data is ever sent to external servers or third parties.
Some audio elements in this game are created with the assistance of generative AI. These tools are used as part of the creative process, and all content is curated and integrated by the developer.
Generative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers."
All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency.
Developing Aevalore solo meant tackling a massive project on my own. To manage the 500+ sprite sheets required, I used generative AI for the artwork (most hand polished for finish) and 90% of the music. Some of the music was made by a friend and me. This allowed me to pour all my energy into coding the 81-ability system, 12+ unique characters and crafting the world. These tools didn't replace my vision; they made it possible for a solo dev to build it.
There are AI generated photos within Poopy Pooper.
A small portion of the background music in this project utilizes AI-assisted tools (Suno) to enrich the atmospheric layers. In these specific tracks, the AI serves solely as a creative catalyst for melodic inspiration, acting as a sensory supplement to the hand-drawn artistic journey. The developer maintains absolute creative sovereignty over all core assets, including every frame of illustration and line of dialogue.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Sound-tracks were created with the assistance of diffusion generation.
AI is used to create some in-game visuals。
Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations.
Some menu visuals were created using AI tools and refined by the developer.
nothing you see is AI generated. Modern coding tools were used in the development process. If you detect any slop, that's my code.
The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game.
"Some of the character images were generated by AI, but then edited in photo editors."
God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools.
The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'.
created UI backgrounds
AI used for generating descriptions of game
Generative AI was used in a limited capacity during development. It was primarily utilized for prototyping certain textures and creating visual references. Additionally, AI was used to generate a vocal track featured in the game's intro sequence. All other music, as well as the majority of visual and gameplay content, has been created manually.
Some visual content generated by artists using AI
All game works are either original hand-made works that we own, or they were AI-assisted and redrawn or touched up by hand. Our trailers were also AI-assisted with original works we own to enhance their quality. All AI voices were trained on licensed material that has commercial rights to use or that we own and were manually directed by the developer.
Throughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids.
Pregenerated arts
Mystic Grove uses generative AI in a limited supporting role for certain pre-rendered content, including music and some 2D visual assets such as skill images, spec node images, and related artwork. The core game itself — including gameplay systems, programming, combat, level design, map creation, and overall development — is solely created by the developer. Mystic Grove does not use live-generated AI content during gameplay.
Claude code was used to generate code.
We generate music using AI. Store page art assets were created using AI.
With the help of neural networks, voiceover was made in Silent home.
Music used in the game is generated by AI. Writing code of the game was supported by AI.
I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release.
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
Generative AI has only been used to create placeholder background music tracks, as a type of "elevator music", while I learn more about sound design and music producing. No AI has been used anywhere else, in art or development. Everything else has been done by one individual, and the hope is to have all the AI generated soundtracks replaced before launch. Sorry for any AI hate, and thanks for the understanding.
This game contains AI-generated art content.
Generative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
During the development, AI assistance may be used in creating content used in the game. All such content is rooted in the original art direction of the project, and shaped individually before reaching the final product.
Our current build utilizes generative tools for some marketing materials and visual assets. Every element is refined, hand-edited, and curated to align with our artistic vision. We are actively evaluating our art pipeline and may further polish or replace these assets as development progresses to ensure the highest quality for the final release.
The game itself does not include AI content. But the pictures for the store page were made with help from AI.
AI-generated content is used in a limited capacity for certain images and video materials. No AI tools were used in the creation of gameplay assets, core mechanics, systems, or interactive content. All gameplay-related elements were fully designed and developed by the team.
Some images and textures were created by artificial intelligence.
Some elements of the game's store page, including the short and full descriptions, as well as parts of the capsule image, were created with the assistance of generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure accuracy and alignment with the game's design and vision.
This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation. Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams.
Skippable (and so optional) videos are made with the help of A. I. Most musical re-arrangements (and ALL the vocals) are made with the help of A. I. Some of the big wall posters you can see in-game are made with the help of A. I.
Artificial intelligence was used to reconstruct partial fragments.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dream&Robot In-game content audio | The dubbing was done using AI | PigZ | - | May 23, 2026 | |
How Much for the Body in the Freezer In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 212 | May 23, 2026 | |
WHERE IS MY CAT? In-game content artaudio | AI was used to create some of the artwork, sprites and music. | NinjaCat | - | May 23, 2026 | |
Backrooms: Into the Hole Store/marketing art | a part of main logo. edited then by hand | Skmaestro | - | May 23, 2026 | |
Who is AI In-game content art | This game used AI in background images and the AI's response dataset. | hotarubii | - | May 23, 2026 | |
A.K.O - Arrow Keys Only In-game content text | Used AI to help with localizations | adarkfable | - | May 23, 2026 | |
Simulation Simulator Live AI text | This game uses a local AI language model to generate the NPC's dialogue in real-time during gameplay. All AI processing runs entirely on your device using bundled software, no internet connection is required and no data is ever sent to external servers or third parties. | Morph | 10 | May 23, 2026 | |
Patternima In-game content audio | Some audio elements in this game are created with the assistance of generative AI.
These tools are used as part of the creative process, and all content is curated and integrated by the developer. | mixel | - | May 23, 2026 | |
All Hallows In-game content audioart | Generative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers." | Aardvark Anteater Acoustics | - | May 23, 2026 | |
记忆迷宫 Memory Maze In-game content art | All visual assets within this game—including scenes, characters, and interface-related visuals—were created using the Doubao generative AI tool and constitute AI-generated visual content. The developer carefully curated, refined, and optimized these AI-generated assets to ensure they align seamlessly with the game's overall artistic style and gameplay requirements. Conversely, the game's core gameplay design, programming, logical architecture, sound effect selection, and store listing copy were developed entirely by the developer independently, without the use of generative AI tools. We hereby provide this full and honest disclosure to our players to ensure complete content transparency. | Director Liu | - | May 23, 2026 | |
Aevalore In-game content artaudio | Developing Aevalore solo meant tackling a massive project on my own. To manage the 500+ sprite sheets required, I used generative AI for the artwork (most hand polished for finish) and 90% of the music. Some of the music was made by a friend and me. This allowed me to pour all my energy into coding the 81-ability system, 12+ unique characters and crafting the world. These tools didn't replace my vision; they made it possible for a solo dev to build it. | Aevalore | 16 | May 23, 2026 | |
Poopy Pooper Store/marketing art | There are AI generated photos within Poopy Pooper. | ExagonuM | - | May 23, 2026 | |
Eclipse 蝕之夢 In-game content audio | A small portion of the background music in this project utilizes AI-assisted tools (Suno) to enrich the atmospheric layers. In these specific tracks, the AI serves solely as a creative catalyst for melodic inspiration, acting as a sensory supplement to the hand-drawn artistic journey. The developer maintains absolute creative sovereignty over all core assets, including every frame of illustration and line of dialogue. | Leaking Pen | - | May 23, 2026 | |
Corporate Board codeart | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | May 23, 2026 | |
PyroKite In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
Core Defense 2099 In-game content art | AI is used to create some in-game visuals。 | Core Volume Engine | - | May 23, 2026 | |
Ashes of Torment In-game content art | Generative AI was used to create certain 2D background assets within the game world. This includes some family group photographs used as props, visuals shown on in-game television screens, and decorative wall posters. These AI-generated elements are static environmental assets only and were not used for in-game cinematics, character models, or animations. | Frostfire Entertainment | - | May 23, 2026 | |
Grandpa's House In-game content art | Some menu visuals were created using AI tools and refined by the developer. | Fersel Studio | - | May 23, 2026 | |
Primordio | nothing you see is AI generated.
Modern coding tools were used in the development process.
If you detect any slop, that's my code. | Philocypher | 12 | May 23, 2026 | |
Geometry Attack In-game content audio | The background music for Geometry Attack was created using Soundraw, an AI-powered music generation tool. All musical tracks were pre-generated during development and are included as static assets in the final game. | Festa Tech LLC | - | May 23, 2026 | |
Infinite Crosswalk In-game content art | "Some of the character images were generated by AI, but then edited in photo editors." | S.P.G | - | May 23, 2026 | |
9 MINUTES AND 59 SECONDS TO HEAVEN Live AI textart | God is not scripted. Every conversation is generated in real time by Claude, Anthropic's large language model — the same technology behind some of the most advanced AI assistants in the world. No two playthroughs are ever the same. All AI interactions are governed by Anthropic's strict safety guidelines and an additional in-game moderation layer. Visual elements crafted with generative tools. | Fake Carbonara | - | May 23, 2026 | |
ANGLE In-game content art | The promotional banner located in the "About This Game" section of the store page was created using AI-generative tools. This illustration was specifically crafted by referencing the game's actual in-game assets and visuals to represent the game's atmosphere. Please note that there is no AI-generated content or assets present within the actual gameplay of 'ANGLE'. | V.B.B | - | May 23, 2026 | |
Paper Dawn: Slumbering wind In-game content art | created UI backgrounds | pixscrib | - | May 23, 2026 | |
Bloody detective`s last case Store/marketing text | AI used for generating descriptions of game | Frozen Castle | - | May 23, 2026 | |
Final Rider In-game content artaudio | Generative AI was used in a limited capacity during development.
It was primarily utilized for prototyping certain textures and creating visual references.
Additionally, AI was used to generate a vocal track featured in the game's intro sequence.
All other music, as well as the majority of visual and gameplay content, has been created manually. | Delirium Interactive | - | May 23, 2026 | |
BABA YAGA: Whispers of the BOOM Unclear art | Some visual content generated by artists using AI | Violet Sun Studio | - | May 23, 2026 | |
Fallen Evolution In-game content artaudio | All game works are either original hand-made works that we own, or they were AI-assisted and redrawn or touched up by hand.
Our trailers were also AI-assisted with original works we own to enhance their quality.
All AI voices were trained on licensed material that has commercial rights to use or that we own and were manually directed by the developer. | Elevations | - | May 23, 2026 | |
Kasasaburo's Secret Fishing Spot In-game content codeaudio | Throughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids. | 蜃界屋 MIRAGEHOUSE | - | May 23, 2026 | |
Fear Of Mine 001 (Novel) In-game content art | Pregenerated arts | NVG Games | 13 | May 23, 2026 | |
Mystic Grove In-game content audioart | Mystic Grove uses generative AI in a limited supporting role for certain pre-rendered content, including music and some 2D visual assets such as skill images, spec node images, and related artwork. The core game itself — including gameplay systems, programming, combat, level design, map creation, and overall development — is solely created by the developer. Mystic Grove does not use live-generated AI content during gameplay. | Stefan Grob | - | Mar 18, 2026 | |
A Game About Day Trading Dev only code | Claude code was used to generate code. | We Are the Dolphins | - | Mar 18, 2026 | |
Blink Atomic Music In-game content audioart | We generate music using AI.
Store page art assets were created using AI. | JinCycle | - | Mar 18, 2026 | |
Silent home In-game content audio | With the help of neural networks, voiceover was made in Silent home. | Red Kraken studio | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
eethCross In-game content artaudio | I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release. | eeth | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
<Code Breaker> In-game content audio | Generative AI has only been used to create placeholder background music tracks, as a type of "elevator music", while I learn more about sound design and music producing. No AI has been used anywhere else, in art or development. Everything else has been done by one individual, and the hope is to have all the AI generated soundtracks replaced before launch. Sorry for any AI hate, and thanks for the understanding. | 0x00_0x01_dev | - | Mar 18, 2026 | |
VIGNETTE In-game content art | This game contains AI-generated art content. | Loxarc Inc. | - | Mar 18, 2026 | |
DiscoCat In-game content art | Generative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application. | LuviaWorks | - | Mar 18, 2026 | |
Mercury Elopement Syndrome In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | 137 | Mar 18, 2026 | |
Beat Vector In-game content art | During the development, AI assistance may be used in creating content used in the game.
All such content is rooted in the original art direction of the project, and shaped individually before reaching the final product. | Sledding Cloud | - | Mar 18, 2026 | |
Portal Fall Store/marketing art | Our current build utilizes generative tools for some marketing materials and visual assets. Every element is refined, hand-edited, and curated to align with our artistic vision.
We are actively evaluating our art pipeline and may further polish or replace these assets as development progresses to ensure the highest quality for the final release. | Double Jester | - | Mar 18, 2026 | |
Aftermath 1944 Store/marketing art | The game itself does not include AI content. But the pictures for the store page were made with help from AI. | Offensive Player | - | Mar 18, 2026 | |
Maestro In-game content art | AI-generated content is used in a limited capacity for certain images and video materials. No AI tools were used in the creation of gameplay assets, core mechanics, systems, or interactive content. All gameplay-related elements were fully designed and developed by the team. | Maestro Devs | 11 | Mar 18, 2026 | |
Radiance of Souls In-game content art | Some images and textures were created by artificial intelligence. | Langonier | 32 | Mar 18, 2026 | |
Type Strike Store/marketing textart | Some elements of the game's store page, including the short and full descriptions, as well as parts of the capsule image, were created with the assistance of generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure accuracy and alignment with the game's design and vision. | One64 Games | - | Mar 18, 2026 | |
Magic Fairy Fun Blast In-game content art | This game was built using a blend of digital tools, custom created datasets and software, and AI asset generation.
Human creativity and ingenuity can be positively amplified using AI. I hope this game can inspire independent creators and game designers to realize their own magic fairy fun dreams. | Wow Cool Games | 11 | Mar 18, 2026 | |
Mirage Of Tower In-game content audioart | Skippable (and so optional) videos are made with the help of A. I.
Most musical re-arrangements (and ALL the vocals) are made with the help of A. I.
Some of the big wall posters you can see in-game are made with the help of A. I. | Arkhouse Telegraph | - | Mar 18, 2026 | |
QWERTING Unclear | Artificial intelligence was used to reconstruct partial fragments. | vladkudas | - | Mar 18, 2026 |