Artificial Intelligence was used for vocalization.
- Creator
- Zi Zi Games
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Artificial Intelligence was used for vocalization.
Some visual and level assets in this game were created during development with the assistance of generative AI tools and then manually reviewed and finalized by the developer. The game does not use generative AI to create content during gameplay or at runtime.
AI was used only to generate early marketing concept images. All gameplay systems, in-game assets, mechanics, and code are entirely created by the developer. No AI is used in gameplay or player-facing systems.
None of the music is AI generated. The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human.
In the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose.
Some assets are generated by generative AI.
This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static.
I use AI to help me for the traduction of steam page
Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI.
Some AI sound effects and music.
Some game assets are AI generated,
Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay.
Some of the game's visual assets and parts of the soundtrack were created with the assistance of generative AI tools. These AI-generated outputs were then manually edited, curated, and refined by the developers before being included in the game. All AI-assisted content is pre-generated; no live-generated AI content is used during gameplay.
Font and Translations
5 images were made by AI, but the model was trained by images owned.
We have used AI to generate sprites and code at specific times.
voice-over and some store metadata.
AI is used for occasional help with processing textures. It is also used to help speed up the coding process by providing relevant documentation or info on a functionality being implemented.
I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue.
Store page uses AI generated Art
AI tools were used during development to assist with post-processing of store page images and internal concept art. Images used on the store page originate from the game itself, with AI tools used to help improve sharpness, clarity, and to adapt images to required dimensions. All AI-assisted images were manually reviewed and selected by the developer. No AI-generated content is used during gameplay, and no AI is used to dynamically generate visuals, dialogue, audio, or other content while the game is running.
Bird Game 3 is a franchise heavily influenced by AI meme culture. Bird Game 3 will be referencing this kind of content. However for the development of Bird Game 3, especially Artworks etc. Birdgame Studios will NOT use generative AI.
The game logo and some of the artwork in the store page were created with the assistance of AI.
The game logo and some of the artwork in the store page were created with the assistance of AI.
The background images and grapes pictures are pre-rendered AI art.
The game used Elevenlabs.io Text-To-Speech to create the game voice over.
Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI.
AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played.
We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements.
Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future.
Ambient Music Generation
AI is leveraged for game icons.
Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania.
I used AI to localize my game. No art, no sounds, no code was generated using AI
We used a mix of real voice actors and AI-generated voices.
This game's background music (BGM) and sound effects were created using generative artificial intelligence technology.
AI was used exclusively for the marketing text
AI tools were used for coding assistance and debugging during development.
AI was used to support the creation of 2D graphics and localization.
AI was used for localization only (UI and dialogue). The following languages were translated using AI: German, French, Spanish, Chinese (Simplified), Japanese, and Russian. All original English text is human-written, and the Greek translation was also done by a human.
Illustration images created using AI
I used it to edit a single texture that I had drawn myself for an effect.
Some visual elements, such as promotional images, backgrounds, and decorative elements used on the store page and in the community, were created using artificial intelligence tools. All core gameplay elements and visual effects in the game were created by humans.
AI generation tools were used to create specific 2D visual assets during the development of this game. This includes 2D character illustrations, event thumbnails, UI icons, and various interface elements. All AI-generated content has been manually reviewed and integrated to fit the game's artistic style.
Artificial intelligence is used exclusively to support the game’s creative process, specifically in the generation of certain illustrations, musical pieces, or sound effects. All AI-generated content has been manually reviewed, edited, and adapted to ensure artistic coherence and quality within the visual and audio style of Merio Gear.
AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually. Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
This game does not use AI for player-facing features. Players do not interact with AI systems, and the game does not connect to any external AI services. AI tools were only used during development to help identify code errors and provide a starting point for fixing some technical issues. All gameplay content is pre-made and manually reviewed.
Generative AI tools were used only in the narration / voice acting workflow, with consent from the voice artist. All visual assets, gameplay content, and core creative work are created by our team and external artists."
I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files.
Some in-game assets are created using generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
La Cosa Nostra In-game content audio | Artificial Intelligence was used for vocalization. | Zi Zi Games | - | Mar 18, 2026 | |
Offroad Arcade In-game content art | Some visual and level assets in this game were created during development with the assistance of generative AI tools and then manually reviewed and finalized by the developer. The game does not use generative AI to create content during gameplay or at runtime. | DevOfOne | - | Mar 18, 2026 | |
Roadside Store Simulator In-game content art | AI was used only to generate early marketing concept images. All gameplay systems, in-game assets, mechanics, and code are entirely created by the developer. No AI is used in gameplay or player-facing systems. | Cat Soul Studios | - | Mar 18, 2026 | |
The Bard's Kingdom In-game content artcode | None of the music is AI generated.
The Bard's Kingdom was built by a solo developer using AI as a creative partner. Artwork was generated with AI tools and hand-edited to fit the game's vision. Programming was done collaboratively with AI assistance, guided by over a decade of software development experience. The story, design, and heart of the game are entirely human. | Panda Blade Software | - | Mar 18, 2026 | |
Deep Extraction Inc. In-game content art | In the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose. | Depth Charge Interactive | - | Mar 18, 2026 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail Games | - | Mar 18, 2026 | |
Anpfiff1 - Retro Fussball Manager In-game content codeart | This game was developed with AI assistance for programming and code generation. Some marketing graphics and game pictures were created and edited using AI image generation tools. The game itself does not use AI to generate any live content during gameplay. All in-game text, data, and mechanics are pre-written and static. | Digitale Manufaktur Rudolstadt | 23 | Mar 18, 2026 | |
Dice Shaper In-game content text | I use AI to help me for the traduction of steam page | Black Frog Studio | - | Mar 18, 2026 | |
The Other Me Reborn In-game content art | Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI. | Anomalybyte Studio | - | Mar 18, 2026 | |
Wings of Vi 2 In-game content audio | Some AI sound effects and music. | Grynsoft | - | Mar 18, 2026 | |
Oh Balls Merge In-game content | Some game assets are AI generated, | Harrison Digital | - | Mar 18, 2026 | |
Escape Games World vs Escapers In-game content art | Some visual puzzle artwork in this game was created using AI-assisted tools during development. All content is pre-rendered and fixed, and no AI-generated content is created or modified during gameplay. | HFG Entertainments Private Limited | 10 | Mar 18, 2026 | |
KOOO TO JUMP! In-game content artaudio | Some of the game's visual assets and parts of the soundtrack were created with the assistance of generative AI tools. These AI-generated outputs were then manually edited, curated, and refined by the developers before being included in the game. All AI-assisted content is pre-generated; no live-generated AI content is used during gameplay. | Tzavis Studio | - | Mar 18, 2026 | |
Slay The Berserker In-game content text | Font and Translations | Advance Garde | - | Mar 18, 2026 | |
Magus Day Store/marketing art | 5 images were made by AI, but the model was trained
by images owned. | Lost Crit | - | Mar 18, 2026 | |
Yin Yang Fun In-game content artcode | We have used AI to generate sprites and code at specific times. | Lao Lai Le Studios | - | Mar 18, 2026 | |
Kings Do Not Fall In-game content audio | voice-over and some store metadata. | HYPERDEVBOX JAPAN | - | Mar 18, 2026 | |
Street-Spec: Japan In-game content artcode | AI is used for occasional help with processing textures. It is also used to help speed up the coding process by providing relevant documentation or info on a functionality being implemented. | osoiDev | - | Mar 18, 2026 | |
Velthurin In-game content arttextaudio | I am leveraging AI in a few ways. Firstly, in Coding and Debugging. I am also using AI as placeholders for art assets to be then contracted for professionals to iterate on the vision and tone. Thirdly, I am using AI for some story elements and to modulate my voice to aid in Dialogue. | Plazookas | - | Mar 18, 2026 | |
FPSCore Store/marketing art | Store page uses AI generated Art | OptimGames Studios Inc. | - | Mar 18, 2026 | |
Super Cyber Exorcism Store/marketing art | AI tools were used during development to assist with post-processing of store page images and internal concept art.
Images used on the store page originate from the game itself, with AI tools used to help improve sharpness, clarity, and to adapt images to required dimensions.
All AI-assisted images were manually reviewed and selected by the developer.
No AI-generated content is used during gameplay, and no AI is used to dynamically generate visuals, dialogue, audio, or other content while the game is running. | Veibyn | - | Mar 18, 2026 | |
Bird Game 3 art | Bird Game 3 is a franchise heavily influenced by AI meme culture. Bird Game 3 will be referencing this kind of content. However for the development of Bird Game 3, especially Artworks etc. Birdgame Studios will NOT use generative AI. | Birdgame Studios | 45 | Mar 18, 2026 | |
Twin Balls Journey Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Gaseous Cat Games | - | Mar 18, 2026 | |
Gem Brawl Duel Store/marketing art | The game logo and some of the artwork in the store page were created with the assistance of AI. | Gaseous Cat Games | - | Mar 18, 2026 | |
Sweetie Candy Maze: Purple Grape In-game content art | The background images and grapes pictures are pre-rendered AI art. | Cute Hannah's Games | - | Mar 18, 2026 | |
Santa's War on Christmas In-game content audio | The game used Elevenlabs.io Text-To-Speech to create the game voice over. | ElgSoft | - | Mar 18, 2026 | |
Slipper [R] Store/marketing art | Generative AI was used to create the background images for the store page and the game's start screen. All other assets, including characters and source code, were developed without the use of generative AI. | AQ Games | - | Mar 18, 2026 | |
Tales of Evion: Forgotten Dreams In-game content artaudio | AI tools were used during development to create certain character artwork and some sound effects. All gameplay content is pre-rendered, and no AI generates new content while the game is being played. | Tyshym Miller | - | Mar 18, 2026 | |
Slum Story In-game content art | We utilized generative AI tools to assist our human artists in the creation of certain graphic assets for the game. This primarily includes generating base concepts, textures, and background elements. | Plotrick | - | Mar 18, 2026 | |
Farewell Jack In-game content artaudiotext | Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future. | Upheaval Arts | - | Mar 18, 2026 | |
Stealth-Rogue-Escape by Mysterious Legion Unclear audio | Ambient Music Generation | Mysterious Legion | - | Mar 18, 2026 | |
A Whittle Tale In-game content art | AI is leveraged for game icons. | Mangy Goblin Games, LLC | - | Mar 18, 2026 | |
Aroya Knight In-game content artcode | Aroya Knight is developed in Godot with a focus on precision and hand-crafted systems. While generative AI assisted in the early conceptual stages of asset creation, every asset has been manually crafted to ensure a cohesive aesthetic. Most importantly, all code is hand-written—including the 3,000+ line player controller—to guarantee the tight, responsive gameplay essential for a high-stakes Metroidvania. | Ofir Aroya | - | Mar 18, 2026 | |
Blockaholic In-game content text | I used AI to localize my game. No art, no sounds, no code was generated using AI | Oleg Vasilev | - | Mar 18, 2026 | |
Tales of Fear - Episode Zero In-game content audio | We used a mix of real voice actors and AI-generated voices. | MediaTale | - | Mar 18, 2026 | |
mask of soul In-game content audio | This game's background music (BGM) and sound effects were created using generative artificial intelligence technology. | XION ENTERTAINMENT | 41 | Mar 18, 2026 | |
Punch 1000 Dudes Store/marketing text | AI was used exclusively for the marketing text | Schwoi made a Videogame | - | Mar 18, 2026 | |
ORK Dev only code | AI tools were used for coding assistance and debugging during development. | 気師檎無 | - | Mar 18, 2026 | |
Casual Sport Series: Boxing In-game content arttext | AI was used to support the creation of 2D graphics and localization. | Revulo Games | - | Mar 18, 2026 | |
Pizza of the Gods In-game content text | AI was used for localization only (UI and dialogue).
The following languages were translated using AI: German, French, Spanish, Chinese (Simplified), Japanese, and Russian.
All original English text is human-written, and the Greek translation was also done by a human. | Brown Turtle Design | - | Mar 18, 2026 | |
STICKMAN DX : MEGA FIGHTERS Store/marketing art | Illustration images created using AI | LITTLE Z | - | Mar 18, 2026 | |
ShoJinDen In-game content art | I used it to edit a single texture that I had drawn myself for an effect. | EigetsuGames | - | Mar 18, 2026 | |
FrogCore In-game content art | Some visual elements, such as promotional images, backgrounds, and decorative elements used on the store page and in the community, were created using artificial intelligence tools. All core gameplay elements and visual effects in the game were created by humans. | Vladyslav Pozdniakov | - | Mar 18, 2026 | |
Tapper's Fiefdom In-game content art | AI generation tools were used to create specific 2D visual assets during the development of this game. This includes 2D character illustrations, event thumbnails, UI icons, and various interface elements. All AI-generated content has been manually reviewed and integrated to fit the game's artistic style. | Fading Interactive | - | Mar 18, 2026 | |
Merio Gear In-game content artaudio | Artificial intelligence is used exclusively to support the game’s creative process, specifically in the generation of certain illustrations, musical pieces, or sound effects. All AI-generated content has been manually reviewed, edited, and adapted to ensure artistic coherence and quality within the visual and audio style of Merio Gear. | Milasuke | - | Mar 18, 2026 | |
Sheep Puzzle In-game content artcode | AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions. | OmniScapes Interactive | - | Mar 18, 2026 | |
Submersa Dev only code | This game does not use AI for player-facing features. Players do not interact with AI systems, and the game does not connect to any external AI services. AI tools were only used during development to help identify code errors and provide a starting point for fixing some technical issues. All gameplay content is pre-made and manually reviewed. | 3TK Games | - | Mar 18, 2026 | |
Barfender In-game content audio | Generative AI tools were used only in the narration / voice acting workflow, with consent from the voice artist. All visual assets, gameplay content, and core creative work are created by our team and external artists." | Proto Division | - | Mar 18, 2026 | |
Bias Brawlers In-game content artaudio | I have used 3d modeling AI to generate meshes and character models. Additionality, I used TTS to generate audio files. | Ethan Medjuck | - | Mar 18, 2026 | |
Bomber Cats: Napalm Strike In-game content artaudiocodetext | Some in-game assets are created using generative AI. | Radio Decadance | - | Mar 18, 2026 |