All graphical assets are AI-generated.
- Creator
- Mr Crops
- Reviews
- -
- Added
- May 23, 2026
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All graphical assets are AI-generated.
Steam capsules have been generated with AI.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
All narrative, lore, and in-game text were written entirely by our team. Music and sound design are produced by our talented sound designer. Character concepts and initial illustrations/visual designs are human created. AI tools were used to assist in the modeling pipeline, with all output reviewed, adjusted, and approved by the team. We are actively working towards bringing on a 3D artist as the project grows (reach out to us if this might be you).
All visual assets in this game — including character illustrations, environments, and card art — are designed and directed by a human artist, with AI tools used as an assistive means for iterative refinement and polish. The final in-game visuals are fully controlled by the designer. No AI-generated content involves copying from other games.
Some marketing assets and store page artwork were created with the assistance of AI image generation tools.
Translation (it will change in the future)
Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo. All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality. Generative AI is not used during gameplay, and no player data is processed by AI systems.
The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools.
Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game.
This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation.
This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist.
Polish, Turkish, Simplified Chinese, Korean Translations
In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images).
AI has been used to help develop the game's cover art.
Generative AI was not used for in-game art, gameplay assets, systems, or core game content. AI translation tools were used only for some additional text added later during development. Most localization was handled by a professional translation vendor. The only AI-generated visual assets currently used are the Steam header capsule and library logo illustrations, which were manually retouched. They are not used inside the actual game, and I plan to replace them after release if the game earns enough revenue.
AI tools were used to assist with the translation of store page text.
In the demo version, to support development, we use AI-assisted tools to create PLACEHOLDER CONTENT ONLY. These assets are temporary and will NOT appear in the final version of the game.
The capsule artwork is hand-drawn, with some AI-assisted touch-ups to the face. AI is also used for some minor background textures in the demo. All these elements are planned to be updated at a future date.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some translations and text are AI generated
Some artworks have been generated with AI.
During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team.
This game uses generative AI tools to assist in creating pre-generated image content. All AI-generated images has been reviewed, edited, and finalized by the human development team to ensure it fits the game's vision and quality standards.
Some in game art was AI generated.
部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。
All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing.
AI was used to create the Steam page capsule art and some sound effects (including music)
The game art and music are generated by artificial intelligence AI trained and tuned by the author.
Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization.
Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game.
The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow.
This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for: - Assistance with translations and wording
- 2D Artwork - Background Music (BGM) - Sound Effects (SFX)
In-game assets were generated using generative AI and then retouched for final use.
Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist.
Store page capsule image was sketched by a human artist and refined using AI. AI was also used for localization.
This game uses some pre-rendered UI icons and promotional images created with generative AI tools. No AI is used during gameplay. All in-game content is static and pre-made, with no real-time generation.
This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game.
Partial art resources are completed with AI assistance.
The battle backgrounds are AI generated
AI has been used to help develop the game's backgrounds as well as the game's cover art.
AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists.
Some character portraits were created using AI-assisted tools and then edited manually
The character images and other images include AI-generated content. There are no elements generated by AI in real-time.
Mini Scouts uses generative AI tools to create certain visual assets, including hero sprites, backgrounds, and select promotional images for the store page. All AI-generated content is pre-rendered, reviewed, and edited by a human being before inclusion in the game or marketing materials. Now, we know that AI art cannot and should not compete with human art. Hence, we'd love to bring aboard interested human artists so we can replace our gen-AI assets with assets made with love by human beings!❤️
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced. I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain: I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dragonwake In-game content art | All graphical assets are AI-generated. | Mr Crops | - | May 23, 2026 | |
Platon³ Store/marketing art | Steam capsules have been generated with AI. | AER Games | - | May 23, 2026 | |
Cast & Conquer In-game content art | We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding. | AnnexAlea | - | May 23, 2026 | |
Rites of Accord In-game content art | All narrative, lore, and in-game text were written entirely by our team. Music and sound design are produced by our talented sound designer. Character concepts and initial illustrations/visual designs are human created. AI tools were used to assist in the modeling pipeline, with all output reviewed, adjusted, and approved by the team. We are actively working towards bringing on a 3D artist as the project grows (reach out to us if this might be you). | CodeSeed | - | May 23, 2026 | |
冥差(Hell Bailiff) In-game content art | All visual assets in this game — including character illustrations, environments, and card art — are designed and directed by a human artist, with AI tools used as an assistive means for iterative refinement and polish. The final in-game visuals are fully controlled by the designer. No AI-generated content involves copying from other games. | Yaeegy | - | May 23, 2026 | |
TriVictor Store/marketing art | Some marketing assets and store page artwork were created with the assistance of AI image generation tools. | Armez Studio | - | May 23, 2026 | |
Stamperor! The Jester's Decree text | Translation (it will change in the future) | Moon Mind Studio | - | May 23, 2026 | |
Dominoir In-game content audioart | Dominoir uses generative artificial intelligence as a supporting tool during development. AI was used to assist in the creation of certain audio elements and early visual concepts, including parts of the game’s music and logo.
All assets were curated, edited, and finalized by the developer to ensure consistency with the game’s handcrafted art direction and overall quality.
Generative AI is not used during gameplay, and no player data is processed by AI systems. | WeinGames | - | May 23, 2026 | |
逆战勇士团 ReconBraves In-game content art | The title screen video, as well as some character portraits and battle graphics, were created using AI generation tools. | ZhengKesheng | - | May 23, 2026 | |
火の言伝 In-game content art | Generative AI is used to create base materials for certain image assets, including character portraits, enemies, and UI. These generated images are not used as-is; they undergo manual processing such as retouching or animation before being implemented into the game. | 紺ノトバリ / Konno Tobari | - | May 23, 2026 | |
SINDIKAT In-game content art | This app includes pre-generated AI-assisted visual assets used in store/marketing materials and some in-game 2D visuals. No generative AI features are available to players during gameplay, and the game does not accept user prompts for AI generation. | sadness | - | May 23, 2026 | |
Sevenfall In-game content art | This game includes pre-generated AI-assisted artwork that has been manually edited and refined by a human artist. | Titan Art Games | - | May 23, 2026 | |
The Last Hand Unclear text | Polish, Turkish, Simplified Chinese, Korean Translations | Blackwater Gator Studios | - | May 23, 2026 | |
Fluendora: The realm of scribes In-game content art | In some cases we use image generative AI to help us create or edit some UI elements (e.g. frames, bot avatar images). | Lizzrik games | - | May 23, 2026 | |
Pool Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | May 23, 2026 | |
Integrity In-game content arttext | Generative AI was not used for in-game art, gameplay assets, systems, or core game content.
AI translation tools were used only for some additional text added later during development. Most localization was handled by a professional translation vendor.
The only AI-generated visual assets currently used are the Steam header capsule and library logo illustrations, which were manually retouched. They are not used inside the actual game, and I plan to replace them after release if the game earns enough revenue. | DawnDuck | - | May 23, 2026 | |
Odds & Orbs In-game content text | AI tools were used to assist with the translation of store page text. | Allocate Games | - | May 23, 2026 | |
Whispers of Elenrod Dev only artaudiotext | In the demo version, to support development, we use AI-assisted tools to create PLACEHOLDER CONTENT ONLY. These assets are temporary and will NOT appear in the final version of the game. | Quick Turn Games | - | May 23, 2026 | |
Guard Break In-game content art | The capsule artwork is hand-drawn, with some AI-assisted touch-ups to the face. AI is also used for some minor background textures in the demo. All these elements are planned to be updated at a future date. | Sudden Kebab Studios | - | May 23, 2026 | |
Parallel TCG Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Parallel Studios | 45 | May 23, 2026 | |
Spellmasons In-game content text | Some translations and text are AI generated | Octavia Blue | 1.1k | May 23, 2026 | |
Daraney - Guardian's Rise Store/marketing art | Some artworks have been generated with AI. | Christopher Hanke | - | May 23, 2026 | |
Eternal Exodus Dev only | During the game's development, we may use tools that make use of procedural generation or AI. In every case, the final product reflects the creativity and artistic direction of the development team. | Fordesoft | - | May 23, 2026 | |
Kvga In-game content art | This game uses generative AI tools to assist in creating pre-generated image content. All AI-generated images has been reviewed, edited, and finalized by the human development team to ensure it fits the game's vision and quality standards. | KvgaDev | - | Mar 18, 2026 | |
Galdromeda In-game content art | Some in game art was AI generated. | rediskdev | - | Mar 18, 2026 | |
仙源录 In-game content art | 部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。 | BrillianT | - | Mar 18, 2026 | |
Symbolika In-game content artaudio | All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing. | Romain LGD | - | Mar 18, 2026 | |
Turnveil In-game content artaudio | AI was used to create the Steam page capsule art and some sound effects (including music) | CBT Games | - | Mar 18, 2026 | |
龙扬传1:白与黑 In-game content artaudio | The game art and music are generated by artificial intelligence AI trained and tuned by the author. | 龙扬 | - | Mar 18, 2026 | |
Armita's Search In-game content text | Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization. | Raiders World Studio | - | Mar 18, 2026 | |
Game Company Simulator In-game content art | Some of the background concept art images are AI-generated. Examples include the character background on the right side of the main interface and the background of the puzzle mini-game. | Lonely Gamer | - | Mar 18, 2026 | |
Text Dungeon: The Ring of Life In-game content text | The original version of this game was created in Japanese. Translations into other languages were initially drafted with AI assistance, then carefully revised by hand for clarity and natural flow. | Tawashi Works | - | Mar 18, 2026 | |
Empire at Risk In-game content text | This game does not contain any AI-generated visual or audio assets. I only used AI as a tool for:
- Assistance with translations and wording | BaroxxTech | - | Mar 18, 2026 | |
No Mana, Just Dice In-game content artaudio | - 2D Artwork
- Background Music (BGM)
- Sound Effects (SFX) | Dice Capital | 179 | Mar 18, 2026 | |
Hexagon Soup In-game content art | In-game assets were generated using generative AI and then retouched for final use. | Sayberry Labs | - | Mar 18, 2026 | |
Kingster In-game content artaudio | Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content. | LoreHeim | - | Mar 18, 2026 | |
Fight Life Legacy In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a 3D artist. | Blade games | - | Mar 18, 2026 | |
King's Downfall In-game content arttext | Store page capsule image was sketched by a human artist and refined using AI.
AI was also used for localization. | Lukas Osouch | - | Mar 18, 2026 | |
Padoria In-game content art | This game uses some pre-rendered UI icons and promotional images created with generative AI tools. No AI is used during gameplay. All in-game content is static and pre-made, with no real-time generation. | DSgames | - | Mar 18, 2026 | |
Regnum Idle In-game content art | This game contains pre-generated artwork created using AI image generation tools during development, that was modified to fit to my game. | Vexos Games | 18 | Mar 18, 2026 | |
Devil Tower Note In-game content art | Partial art resources are completed with AI assistance. | Qinghe Quadrant | - | Mar 18, 2026 | |
Arcane Veins In-game content art | The battle backgrounds are AI generated | Orquin Games | - | Mar 18, 2026 | |
Battleships Simulator Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
SPARTA 2035 Prologue & Sea of Pirates DLC In-game content art | AI has been initially used to generate in-game characters' portraits (pre-rendered); those portraits were then manually processed by artists. | Lipsar Studio | 85 | Mar 18, 2026 | |
The Drowned Deal In-game content art | Some character portraits were created using AI-assisted tools and then edited manually | RB Games Studio | - | Mar 18, 2026 | |
戦国英雄譚-Samurai Heroes- In-game content art | The character images and other images include AI-generated content.
There are no elements generated by AI in real-time. | hizaniya games | 44 | Mar 18, 2026 | |
Mini Scouts In-game content art | Mini Scouts uses generative AI tools to create certain visual assets, including hero sprites, backgrounds, and select promotional images for the store page. All AI-generated content is pre-rendered, reviewed, and edited by a human being before inclusion in the game or marketing materials.
Now, we know that AI art cannot and should not compete with human art. Hence, we'd love to bring aboard interested human artists so we can replace our gen-AI assets with assets made with love by human beings!❤️ | KANTH Games | - | Mar 18, 2026 | |
Cardtonia In-game content artaudio | In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone. | 高手麦克 | - | Mar 18, 2026 | |
Little Immortal Cultivator In-game content arttext | Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience. | YiHuan Game | - | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 |