We used AI for some of the game songs.
- Creator
- Walty Games
- Reviews
- -
- Added
- Mar 18, 2026
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We used AI for some of the game songs.
This game uses generative AI to assist us with game translations and the creation of the thumbnail.
The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo.
Using AI to draw character textures. And inventory icons.
This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc).
Some of the textures and sounds in the game are AI generated.
I use AI to generate pre-rendered art and music for the game.
The developer used AI to help with code generation and code tweaks for various in-game systems.
We use only the AI to generate the background in the game menu. The rest of it are used assets.
Suno AI - Used for Music that is played in game Chat GPT - Used for the billboards shown in game
The game features an AI-generated audio soundtrack.
SUBDERMAL does not use generative AI during gameplay or while the game is running. No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build. What AI Is Not Used For • No real-time AI text generation • No real-time AI image or video generation • No real-time AI voice synthesis • No adaptive AI narrative systems • No AI-based player interaction or chat What AI Was Used During Development Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects. This development-phase AI usage does not affect gameplay and does not generate new content for players. The game also contains textures which were upscaled using AI, but were originally human-authored. Guardrails Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind.
Generative Ai is used to generate the covers of hundreds of in-game titles that change over time and are added as time passes.
During the development process, we used 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. Examples include voiceover audio where we utilize text-to-speech tools.
A lot of art materials in the game use AI generation, please pay attention to screening.
image
as a tool for helping me come up with ideas.
AI was used to create some images. Textures are generated programmatically, not by AI.
in Abu Fanous we use advanced Ai technology to enhnace the realism of our 3D Models
At least some of the music was created or modified with the use of AI. I experimented with some AI code generation by creating python scripts that would modify images when run. NOTE: AI did not touch the actual images, it merely codified verbal requests (such as resizing, cropping, merging) into python scripts. FWIW It was a convenient way of finding the correct PIL API to perform the desired action; however, every one of those scripts needed to be modified by-hand before use.
We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch.
AI was used to help create store page text and assets. It is not used in gameplay.
I used an AI to generate images and, so far, only one has been created, the one that appears on the cell phone screen at the beginning of the game.
The title page for game (a castle like structure in a bleak landscape) was generated by AI. Some of the backgrounds for the menus were also generated by AI (stone walls and niches)
The menu background, some button designs and skill visuals were created using AI.
Images, backgrounds, characters, styles are created by artificial intelligence.
In this game, part of the screen content and background music use ai pre-rendering
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated.
AI used to create artwork and images
AI has only been used to enlarge the image of the main goblin.
Voice overs during game intro sequence. Some card art concepts. Some sound effects.
Some poster images were generated by a neural network
1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items.
1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items.
AI Create Photo For Game
In-game customization elements (backgrounds) are generated by Bing Image Generator. This may be changed later.
I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI
Generative AI was used for game translation and code modifications, but not for any other aspects.
Code, text editing for style and mistakes, graphic concepts
Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
We have integrated various AI tools to enhance different aspects of the experience: ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players. Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently. Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience. By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance.
AI was used to generate voices
Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity. In-game only a few basic UI icons, as well as some images and textures, are AI-Generated. Most Music and Songs are AI-Generated, this includes the music in the Trailer.
We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios.
The Official Logos for "Isle of the Eagle" were generated with Artificial Intelligence and modified using Photoshop.
Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artist community.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Wild West Saloon Simulator In-game content audio | We used AI for some of the game songs. | Walty Games | - | Mar 18, 2026 | |
Cooking with Magic In-game content textart | This game uses generative AI to assist us with game translations and the creation of the thumbnail. | Plexis Games | - | Mar 18, 2026 | |
Going for Nuts Store/marketing art | The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo. | Crazy Mage | - | Mar 18, 2026 | |
Sailing The Winds In-game content art | Using AI to draw character textures. And inventory icons. | PS Games | - | Mar 18, 2026 | |
Life of an NPC In-game content arttext | This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc). | Max Loh | 18 | Mar 18, 2026 | |
燈吉診療所 Hiyoshi Clinic In-game content artaudio | Some of the textures and sounds in the game are AI generated. | izanai games | - | Mar 18, 2026 | |
Grow Harvest Repeat In-game content artaudio | I use AI to generate pre-rendered art and music for the game. | dyvoker | - | Mar 18, 2026 | |
Treasures & Battlefields Dev only code | The developer used AI to help with code generation and code tweaks for various in-game systems. | Wishing Well Studios | - | Mar 18, 2026 | |
Mariusz: the game In-game content art | We use only the AI to generate the background in the game menu. The rest of it are used assets. | Daniel Lasek | - | Mar 18, 2026 | |
The Wall In-game content audiotext | Suno AI - Used for Music that is played in game
Chat GPT - Used for the billboards shown in game | Therris Studios | - | Mar 18, 2026 | |
Froggy: Jelly Punch In-game content audio | The game features an AI-generated audio soundtrack. | CoJIRpa | - | Mar 18, 2026 | |
SUBDERMAL: This isn’t you In-game content arttext | SUBDERMAL does not use generative AI during gameplay or while the game is running.
No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build.
What AI Is Not Used For
• No real-time AI text generation
• No real-time AI image or video generation
• No real-time AI voice synthesis
• No adaptive AI narrative systems
• No AI-based player interaction or chat
What AI Was Used During Development
Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects.
This development-phase AI usage does not affect gameplay and does not generate new content for players.
The game also contains textures which were upscaled using AI, but were originally human-authored.
Guardrails
Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind. | Quiet Studios | - | Mar 18, 2026 | |
Youtubers Life 3 In-game content art | Generative Ai is used to generate the covers of hundreds of in-game titles that change over time and are added as time passes. | UPLAY Online | 454 | Mar 18, 2026 | |
The Liftboy In-game content audio | During the development process, we used 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. Examples include voiceover audio where we utilize text-to-speech tools. | Elevator Pitch Games | - | Mar 18, 2026 | |
画剑Draw Sword In-game content art | A lot of art materials in the game use AI generation, please pay attention to screening. | 多米猪工作室 | - | Mar 18, 2026 | |
最后的修仙者 Unclear | image | 冷漠乌鸦 | 34 | Mar 18, 2026 | |
STUDIO SCREAM - VERSE ONE Dev only | as a tool for helping me come up with ideas. | DARK STAR STUDIOS | - | Mar 18, 2026 | |
Arenosum In-game content art | AI was used to create some images. Textures are generated programmatically, not by AI. | macsimusfactorre | - | Mar 18, 2026 | |
Abu Fanous - ابو فانوس In-game content art | in Abu Fanous we use advanced Ai technology to enhnace the realism of our 3D Models | rspyz (Mohammed Aljohani) | 13 | Mar 18, 2026 | |
Jon's Jigsaw Puzzle In-game content audiocode | At least some of the music was created or modified with the use of AI.
I experimented with some AI code generation by creating python scripts that would modify images when run.
NOTE: AI did not touch the actual images, it merely codified verbal requests (such as resizing, cropping, merging) into python scripts. FWIW It was a convenient way of finding the correct PIL API to perform the desired action; however, every one of those scripts needed to be modified by-hand before use. | Jon | - | Mar 18, 2026 | |
Chef of Sherwood Dev only art | We did try gen-IA to create early place holders of the characters (environments and meals are 100% human made). We realized that it sucks and unsurprizingly it can't compare to what human artists can do. What you currently see in the game has already been cleaned up, but in order to make sure there is no trace of gen-IA left, we are in the process of remaking all the characters from scratch. | Porcelaine Games | - | Mar 18, 2026 | |
DTC Store/marketing textart | AI was used to help create store page text and assets. It is not used in gameplay. | Team0Studio | - | Mar 18, 2026 | |
The Curse Of Beatriz In-game content art | I used an AI to generate images and, so far, only one has been created, the one that appears on the cell phone screen at the beginning of the game. | DarkPlayerGAMES | - | Mar 18, 2026 | |
Lost City of Bardo Store/marketing art | The title page for game (a castle like structure in a bleak landscape) was generated by AI. Some of the backgrounds for the menus were also generated by AI (stone walls and niches) | Daniel Green | 10 | Mar 18, 2026 | |
Compass of Destiny: Survivors In-game content art | The menu background, some button designs and skill visuals were created using AI. | 5Deniz | - | Mar 18, 2026 | |
Сумрак In-game content art | Images, backgrounds, characters, styles are created by artificial intelligence. | SvetaSky | 19 | Mar 18, 2026 | |
SixteenPetals In-game content artaudio | In this game, part of the screen content and background music use ai pre-rendering | Husky366Studio | 17 | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
Smuggler City Simulator In-game content art | The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated. | Reylor Games | - | Mar 18, 2026 | |
Kisaragi Station Store/marketing art | AI used to create artwork and images | Audrey Rose Productions | - | Mar 18, 2026 | |
Goblin Lands Store/marketing art | AI has only been used to enlarge the image of the main goblin. | Hot Waffle Games | - | Mar 18, 2026 | |
That Time I Found A Box In-game content audioart | Voice overs during game intro sequence.
Some card art concepts.
Some sound effects. | Otter Paw Press | - | Mar 18, 2026 | |
Misery Nights Store/marketing art | Some poster images were generated by a neural network | DesignLab | - | Mar 18, 2026 | |
Soda Splash In-game content art | 1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items. | 1day | - | Mar 18, 2026 | |
仙塔传说(Mystic Tower Legends) In-game content art | 1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items. | Tower Defense Lore | - | Mar 18, 2026 | |
Keyboard Warrior Simulator Unclear art | AI Create Photo For Game | SomeTimesAtNight | - | Mar 18, 2026 | |
Stair Tap In-game content art | In-game customization elements (backgrounds) are generated by Bing Image Generator. This may be changed later. | Novinity Games | 17 | Mar 18, 2026 | |
战国之影 In-game content text | I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI | 李小鹏的个人开发 | - | Mar 18, 2026 | |
환상약국 In-game content textcode | Generative AI was used for game translation and code modifications, but not for any other aspects. | Storyg Tododog | - | Mar 18, 2026 | |
Deck & Defense Unclear codetextart | Code, text editing for style and mistakes, graphic concepts | Sino4 Games | - | Mar 18, 2026 | |
Hollow Frontier Store/marketing art | Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI | Sheipeg the game dev | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
Arkee Malarkey Dev only textcode | ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used. | Glitchu | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
Dominate the Skies Live AI artcode | We have integrated various AI tools to enhance different aspects of the experience:
ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players.
Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently.
Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience.
By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance. | Blue Squirrel Studios | - | Mar 18, 2026 | |
Room Service In-game content audio | AI was used to generate voices | Zictorix | 18 | Mar 18, 2026 | |
Ragdoll Chimps In-game content artaudio | Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity.
In-game only a few basic UI icons, as well as some images and textures, are AI-Generated.
Most Music and Songs are AI-Generated, this includes the music in the Trailer. | Amel Games | - | Mar 18, 2026 | |
CHAOS DWELLER: Havoc Of Tyranny In-game content audio | We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios. | EGOLAST GAMES | - | Mar 18, 2026 | |
Isle of the Eagle Store/marketing art | The Official Logos for "Isle of the Eagle" were generated with Artificial Intelligence and modified using Photoshop. | More K Games LLC | - | Mar 18, 2026 | |
Foss Park In-game content art | Some assets within the game have been generated under a commercial license via AI sources. The game also supports original art works by the game's developer and the wider artist community. | RUOK | - | Mar 18, 2026 |