Some visuals and music assets in this game were partially generated using AI technologies.
- Creator
- xieyoujune
- Reviews
- -
- Added
- Jul 4, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some visuals and music assets in this game were partially generated using AI technologies.
Code and Art
Art assets have been assisted in part by AI tools.
This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay.
We used advanced AI language models (Claude and Gemini) to help translate SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi, Urdu, Japanese, and English (UK). The AI handled the initial translation of all in-game text from UI menus to dialogue, story sequences, and thousands of unique support tickets. Every translation was then carefully reviewed and tested by humans to ensure quality and cultural accuracy across all languages.
Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me.
AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team.
AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested). All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
How is Generative AI used in this game? Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling. Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth. Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools. Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer. All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay.
Coding, proofreading, and localization were done by AI. All other content was created by humans.
We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations
AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade)
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
Use Ai to help create game assets.
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.
AI Usage Disclosure Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
Generative AI tools, including GPT/Codex, were used during development to create, draft, edit, and process pre-generated game content, including UI text, localization drafts, icons, interface assets, store copy, planning materials, QA materials, and code assistance. All AI-assisted content included in the game or marketing materials was reviewed, selected, edited, and integrated by the developer before publication. The game does not include live-generated AI content, AI chatbots, runtime AI generation, or in-game AI image generation.
We begin by defining detailed character backgrounds, which are then transformed into base concept art using generative AI. Subsequently, we perform local editing, detailed repainting, and textural refinement on these images to ensure every asset meets our specific design requirements.
This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API.
The main theme song for Escape From Planet Pan features lyrics by Nob Studio and was composed using Suno AI. All other assets were created traditionally.
Generative AI was used to generate store page design assets.
The game to contain art assets generated by artificial intelligence
AI was used only for the logo. No in-game elements are AI-generated.
Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted.
Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights.
Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support. All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay.
1. In-game artwork Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT (image generation) and further edited, retouched, and composed by the developer in the final art pipeline. 2. Store page and marketing graphical assets Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI ChatGPT, and further edited, retouched, and composed by the developer before upload. 3. In-game localization Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy. Runtime behavior: - No generative AI models are bundled with or called from the shipped game binary. - All AI-generated content is pre-rendered and baked into final assets at build time. - No user inputs are sent to any AI service during gameplay.
Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made.
I use generative AI tools as a solo developer to enhance the game's scope and immersion. Specifically: Narrative: I use AI to help brainstorm and draft initial versions of the large volume of news articles, newsletters, and in-game messages. This ensures a diverse and reactive 'living market' feel. All AI-assisted text is manually reviewed and edited by me. Visual Assets: Some 2D background elements, icons, and character portraits are generated with the help of AI tools to achieve a consistent 1980s aesthetic. My goal is to use these technologies to deliver a deeper, more systemic simulation than would otherwise be possible for a one-person studio.
Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material.
Some background art in Pantheon is AI-assisted. The characters, story, and all core creative elements are original. Due to limited funds, AI backgrounds are used for now. With future income, they will be gradually replaced with hand-drawn art. Thank you for your understanding and support.
Some of the 2D artwork in Chaebol Chaos — including character portraits and certain environment illustrations — was created with the assistance of generative AI image tools during development. Every AI-generated asset was reviewed, edited, and approved by our team before being included in the game. No generative AI is used at runtime; the game ships as a static offline experience with no network-dependent content generation.
Code, images, and text content are generated with AI assistance.
AI tools were used in the creation of some visual assets (such as images and banners) and to assist with partial text translations.
Yes. The game uses AI for localization translation (8 languages) and AI-assisted pixel art generation. All AI-generated assets have been heavily edited and refined by the developer to fit the game's dark pixel art style and narrative context.
The store's promotional page uses images generated by Tencent Yuanbao as material.
Artificial intelligence was used for the visual component of the game.
The game has been PROUDLY maded using AI tools
Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand!
Some music and graphic assets were created using generative AI and have been reviewed and edited by our team.
The game features a multilingual system, with some languages processed using AI. Some UI elements and game scene components were designed with AI assistance. Game plugin code was processed using AI. Some game music, sound effects, and trailer music were also processed using AI.
Several background musics, sound effects and scripts of this game have been produced by AI
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.
Generative AI tools were used solely to assist with localization and translation processes. All translated content was reviewed and edited by the development team before being implemented in the game. The game does not use live AI-generated content during gameplay.
AI services used for voice overs
AI was used to generate concept art and to generate voices for all characters.
AI-powered tools were used to help create bitmaps and music scores in this game.
The translation of this version was created with the help of AI. The game’s story, original writing, artwork, and music were created by hand by the author in 2018.
It was used to generate some images of the game's UI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
人生之旅 The Path of Life In-game content artaudio | Some visuals and music assets in this game were partially generated using AI technologies. | xieyoujune | - | Jul 4, 2026 | |
DEBTMASTER Unclear codeart | Code and Art | Zeus | - | Jun 30, 2026 | |
Monster Smoosh In-game content art | Art assets have been assisted in part by AI tools. | David Lerner | - | Jun 28, 2026 | |
Labeloop In-game content textart | This game was made with the help of generative AI tools. During development, AI was used to help create some of the content that ships with the game — including its writing and dialogue, its English and Turkish text, and its 2D art and UI (such as icons, product sprites, achievement badges, and store images). All of this content was directed, reviewed, and curated by the developer. The game does not generate any AI content while you play, and does not connect to any AI service during gameplay. | YB Studio | - | Jun 28, 2026 | |
Service Desk Sim text | We used advanced AI language models (Claude and Gemini) to help translate
SERVICE DESK SIM into 8 languages: French, German, Spanish, Italian, Hindi,
Urdu, Japanese, and English (UK). The AI handled the initial translation of
all in-game text from UI menus to dialogue, story sequences, and thousands
of unique support tickets. Every translation was then carefully reviewed and
tested by humans to ensure quality and cultural accuracy across all languages. | ReproDev Games | - | Jun 28, 2026 | |
O Último Brasileiro In-game content audio | Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me. | Estúdio Coração | - | Jun 28, 2026 | |
Beak Shot In-game content textcodeart | AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team. | Goofball Games | - | Jun 15, 2026 | |
Hostile Takeover, Inc. In-game content text | AI tools were used to generate some of the bulk flavor text/copy (which were human-reviewed/modified/tested).
All other assets (music, sound effects, artwork, sprites, core game text, etc) were created by humans. | Aleksi White | - | Jun 12, 2026 | |
Dear President In-game content text | Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production. | SN Game Studio | - | Jun 12, 2026 | |
Toxic Dating Simulator In-game content audioarttext | How is Generative AI used in this game?
Toxic Dating Simulator utilizes cutting-edge generative AI technologies to elevate its interactive cinematic storytelling.
Voice Acting (ElevenLabs): All character dialogues and Atakan's chaotic inner monologues are voiced using advanced AI-powered emotion-tagging technologies. This delivers high-fidelity voice lines capturing sarcasm, anger, or flirtatious tones with professional actor-level depth.
Visuals & Animation (Kling AI): The facial expressions, eye contact, and reactive behaviors of the female characters sitting across the cafe table are generated using advanced AI video tools.
Music: All context-dependent songs (electro, pop, or fantasy) playing on the post-date score screen are composed via AI tools, with all lyrics entirely written by the developer.
All AI-generated content in the game consists of pre-rendered, curated, and fully copyright-compliant static assets created during development. The game does not generate any live or real-time AI content during gameplay. | Proximity Games | - | Jun 9, 2026 | |
Snake With Bird In-game content codetext | Coding, proofreading, and localization were done by AI. All other content was created by humans. | TakoKun Studio | - | Jun 9, 2026 | |
Censor Me Totally In-game content artaudiotext | We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations | IndieDacha | - | Jun 9, 2026 | |
Order Picker Simulator In-game content textart | AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade) | trushkeen | - | Jun 9, 2026 | |
Keeping Up In-game content audioart | Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images. | Nice Try Studios | - | Jun 8, 2026 | |
Science Has Left The Chat In-game content art | Use Ai to help create game assets. | 星辰重工StellaGames | - | 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 | |
PNG BATTLE In-game content art | AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer. | marimori | - | Jun 3, 2026 | |
Buerokratie Idler: Germany In-game content textartcode | Generative AI tools, including GPT/Codex, were used during development to create, draft, edit, and process pre-generated game content, including UI text, localization drafts, icons, interface assets, store copy, planning materials, QA materials, and code assistance.
All AI-assisted content included in the game or marketing materials was reviewed, selected, edited, and integrated by the developer before publication.
The game does not include live-generated AI content, AI chatbots, runtime AI generation, or in-game AI image generation. | AKM Interactive | - | Jun 3, 2026 | |
德尼之塔 In-game content art | We begin by defining detailed character backgrounds, which are then transformed into base concept art using generative AI. Subsequently, we perform local editing, detailed repainting, and textural refinement on these images to ensure every asset meets our specific design requirements. | 臨狼 | - | Jun 3, 2026 | |
Sak Winik : The Appointed One Live AI text | This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API. | Bogosor Studio | - | Jun 3, 2026 | |
Escape from Planet Pan: Scam Center In-game content audio | The main theme song for Escape From Planet Pan features lyrics by Nob Studio and was composed using Suno AI.
All other assets were created traditionally. | nob studio | - | Jun 3, 2026 | |
Vibe Idler Store/marketing art | Generative AI was used to generate store page design assets. | Area Denial | - | May 23, 2026 | |
Lizard Slayer In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | - | May 23, 2026 | |
WHERE the F$CK is my BITCOIN ⁉️ Store/marketing art | AI was used only for the logo.
No in-game elements are AI-generated. | Bin Juice Games | 97 | May 23, 2026 | |
Don't Feed the Boss! In-game content artaudiocode | Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted. | Cinderbun | - | May 23, 2026 | |
I HATE SNAKE: Retro Phone Simulator In-game content audio | Generative AI was used to assist in the creation of the game's soundtrack and audio assets. All AI-generated content has been reviewed and edited to ensure it meets quality standards and does not infringe on existing copyrights. | Ivory Games | - | May 23, 2026 | |
Chickens. Chickens? Chickens! In-game content artaudio | Generative AI tools were used during development to assist with selected visual and audio asset concepts and production support.
All final assets included in the game were reviewed, edited, and integrated by the developer to ensure they are appropriate for the game and do not knowingly include infringing content. No live AI-generated content is produced during gameplay. | Loki The Cat Studio | - | May 23, 2026 | |
Not a Trolley Problem! In-game content arttext | 1. In-game artwork
Some visual assets (e.g., character/decor sprites, UI icons) are generated with Google Gemini and OpenAI ChatGPT
(image generation) and further edited, retouched, and composed by the developer in the final art pipeline.
2. Store page and marketing graphical assets
Capsule art, library hero, library capsule, and promotional images are generated with Google Gemini and OpenAI
ChatGPT, and further edited, retouched, and composed by the developer before upload.
3. In-game localization
Text translations are AI-assisted using Anthropic Claude, with developer review for tone and accuracy.
Runtime behavior:
- No generative AI models are bundled with or called from the shipped game binary.
- All AI-generated content is pre-rendered and baked into final assets at build time.
- No user inputs are sent to any AI service during gameplay. | NEOTOLIS LLC | - | May 23, 2026 | |
Mostly Delivered Store/marketing codetextart | Some store page artwork, marketing text, and game code were created with the assistance of AI tools (including this text), with direction, editing, and curation by the developer. All game design and creative decisions are human-made. | Could Be Worse Games | - | May 23, 2026 | |
Exit Liquidity In-game content textart | I use generative AI tools as a solo developer to enhance the game's scope and immersion. Specifically:
Narrative: I use AI to help brainstorm and draft initial versions of the large volume of news articles, newsletters, and in-game messages. This ensures a diverse and reactive 'living market' feel. All AI-assisted text is manually reviewed and edited by me.
Visual Assets: Some 2D background elements, icons, and character portraits are generated with the help of AI tools to achieve a consistent 1980s aesthetic.
My goal is to use these technologies to deliver a deeper, more systemic simulation than would otherwise be possible for a one-person studio. | Nordfoundry | - | May 23, 2026 | |
Carpet Hero: Jet Hunter In-game content art | Some background image assets in this game are generated using artificial intelligence and then further modified and refined by the development team. All other assets and content within the game are created without the use of AI-generated material. | SKG Games | - | May 23, 2026 | |
神祇Pantheon In-game content art | Some background art in Pantheon is AI-assisted. The characters, story, and all core creative elements are original.
Due to limited funds, AI backgrounds are used for now. With future income, they will be gradually replaced with hand-drawn art.
Thank you for your understanding and support. | 团团的小窝 | - | May 23, 2026 | |
Chaebol Chaos In-game content art | Some of the 2D artwork in Chaebol Chaos — including character portraits and certain environment illustrations — was created with the assistance of generative AI image tools during development. Every AI-generated asset was reviewed, edited, and approved by our team before being included in the game. No generative AI is used at runtime; the game ships as a static offline experience with no network-dependent content generation. | Maksim Nosov | - | May 23, 2026 | |
䁛𩲏模拟器——你身边的鬼故事合集 In-game content codearttext | Code, images, and text content are generated with AI assistance. | 整个好活 | - | May 23, 2026 | |
The Last of RAM In-game content arttext | AI tools were used in the creation of some visual assets (such as images and banners) and to assist with partial text translations. | Warkuda | - | May 23, 2026 | |
Prison Glow In-game content textart | Yes. The game uses AI for localization translation (8 languages) and AI-assisted pixel art generation. All AI-generated assets have been heavily edited and refined by the developer to fit the game's dark pixel art style and narrative context. | KromiXX | - | May 23, 2026 | |
CrazyLobster Store/marketing art | The store's promotional page uses images generated by Tencent Yuanbao as material. | Shenzhen Yiling Industrial Design Center | - | May 23, 2026 | |
Orpheus: Echo of Hades In-game content art | Artificial intelligence was used for the visual component of the game. | LumiXL | - | May 23, 2026 | |
Don Quijote Unclear | The game has been PROUDLY maded using AI tools | Rubén Prende | - | May 23, 2026 | |
Agraria In-game content artaudio | Agraria is a solo-developed project, and we're upfront that we used Ai as part of our workflow. AI tools were used as part of the production process for some art assets, music, and code assistance, with human design, creation, direction, editing, integration, and final implementation throughout. If that’s a deal-breaker for you, we totally understand! | Possibly Huge | - | May 23, 2026 | |
Office Leveling In-game content artaudio | Some music and graphic assets were created using generative AI and have been reviewed and edited by our team. | DiceNook | - | May 23, 2026 | |
The Rule of Adult In-game content textartaudio | The game features a multilingual system, with some languages processed using AI.
Some UI elements and game scene components were designed with AI assistance.
Game plugin code was processed using AI.
Some game music, sound effects, and trailer music were also processed using AI. | HaiBin Studio | - | May 23, 2026 | |
쌀먹의 시대 In-game content audiocode | Several background musics, sound effects and scripts of this game have been produced by AI | PIXUS | - | 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 | |
Double Dealers In-game content text | Generative AI tools were used solely to assist with localization and translation processes. All translated content was reviewed and edited by the development team before being implemented in the game. The game does not use live AI-generated content during gameplay. | Miklagard Studios | - | May 23, 2026 | |
Grand Taking Ages In-game content audio | AI services used for voice overs | Violarte | - | May 23, 2026 | |
Zомби Апокалипсис - Война Марка Фейгина In-game content artaudio | AI was used to generate concept art and to generate voices for all characters. | Zehn Bros Productions | - | May 23, 2026 | |
Balkanija In-game content artaudio | AI-powered tools were used to help create bitmaps and music scores in this game. | Mattone Studio | - | May 23, 2026 | |
Cat's Menace In-game content text | The translation of this version was created with the help of AI. The game’s story, original writing, artwork, and music were created by hand by the author in 2018. | CGCFSS | - | May 23, 2026 | |
Normal Dev Guy - Inside Kenney World In-game content art | It was used to generate some images of the game's UI. | LEANDRO ROGALA BRITEZ LTDA | - | Mar 18, 2026 |