Nano Banana & Tripio used for some visual assets.
- Creator
- tinyaxe
- Reviews
- -
- Added
- Mar 18, 2026
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Nano Banana & Tripio used for some visual assets.
I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine!
This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
We use AI to create the images in the game
During the development process, we have used AI-based tools to assist with content creation.
As a small Indie studio, we can't afford a composer and voice actors, so for the moment we decided to use AI. Ideally, for the release, we will be using real voices actors and music composed by a real composer.
AI was used for marketing materials, translations and some in-game models, textures and sounds.
We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release.
Just AI backgrounds and some basic icons/logos.
During development, we used some AI tools to speed things up in areas where we weren’t as experienced. That saved us a lot of time, letting us focus on the fun stuff — creating cool gameplay mechanics, improving performance, and making sure the game runs smoothly without annoying bugs.
Some icons are generated; the artist claimed he used AI-generated references for pixel art.
Kinmen Kill uses a custom-built AI agent that operates directly within the Unity Editor to write code and develop the game.
Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated.
AI is only used in Marketing Materials (Descriptions, Images)
Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
We use AI translation to support multiple languages. We use AI image generation for the illustrations and backgrounds used in the game. Some of the game's programming is supported by AI.
Some images are generated with AI.
We use AI to create graphic content.
There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials.
AI was used temporarily to prototype some UI elements. These will be refined or replaced during development.
Some visual and audio assets in this game were initially created with the assistance of AI tools. All final game content has been reviewed, edited, and refined by the development team to ensure originality and quality.
whenever I write code, I ask Ai to polish my code, because my code is not that clean. for some of the art, I draw rough sketches and ask ai to make a more appealing version of it
Generative artificial intelligence was used in the creation of part of the visual content.
As a solo dev, I use AI to generate store contents and backgrounds for the game
Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer.
Some of the photos used in the game play have been added by AI generation.
Use in cover art
This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer. No AI systems are used to generate content during gameplay.
Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI.
Generative AI tools were used to assist in creating some visual materials for the store page and marketing assets. In addition, AI tools were utilized to generate or enhance certain pre-rendered in-game 2D assets, including some sprites, textures, and UI elements (such as profile pictures). This use is limited to non-critical graphical materials.
AI has been used to help develop the game's cover art.
The match in the tutorial is an AI-controlled game.
During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project.
The game logo is partly AI generated. One piece of music is AI generated. The computer voice is mainly AI generated.
AI has been used to help develop the game's backgrounds as well as the game's cover art.
During development, AI was used as a tool to create pixel art drafts, which were then manually edited and finalized by the developer to ensure uniqueness and quality.
Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game.
The artwork created for the characters are generated by Generative AI with commercial rights as per Midjourney policy.
We used AI image-generation tools when creating some in-game images.
AI tools were used to support early concept exploration and visual ideation during development. Artificial intelligence tools were used during development to assist with the creation and processing of audio content, such as sound effects and voice variations.
AI is used to develop some images.
AI is used for some visual assets.
There is Pre-Generated AI On the Store Page Capsules and some in game assets.
Images and Audio were generated using paid compliant AI that is not taught on unlicensed material. Ethically generated as needed as this is a free game and would not exist without the assistance AI provides to Indie Devs. We are just trying to give people a fun experience. As they say hate the Player don't hate the Game.
Store assets and in-Game Music are AI-generated.
Some game assets—such as background art and status icons—were created using generative AI.
Invaders utilizes ChatGPT and Adobe Photoshop AI technologies to design and generate user interface elements and in-game imagery. These tools are used exclusively for creative and illustrative purposes to enhance the visual quality and artistic consistency of the game.
The graphic shows images of units (actions) that are created on the basis of real software features to change development time. Additionally, some functionality was ported from a raw state and refined using AI, and AI is also being used to write several of the core systems. (In the trailer, we also used some AI-generated audio and images.)
Generative AI tools were used during development to create some visual assets (such as UI artwork and promotional images). All AI-assisted assets were reviewed and manually edited to match DraQu’s style and quality standards.
Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hotdog Delivery Hotdog In-game content art | Nano Banana & Tripio used for some visual assets. | tinyaxe | - | Mar 18, 2026 | |
Definitely Not NPC In-game content artcode | I use it to review my code for efficiency and to spark inspiration for some art. It also helps with generating secondary or background art elements, but the core creative work and vision are all mine! | Absam Studios | - | Mar 18, 2026 | |
Mini Heroes: Squad Online In-game content art | This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Rokito Games | - | Mar 18, 2026 | |
Truck Company In-game content art | We use AI to create the images in the game | GameCode | 13 | Mar 18, 2026 | |
Battle Kittens Unclear | During the development process, we have used AI-based tools to assist with content creation. | Gabriele Picchianti | - | Mar 18, 2026 | |
Fast & Fractured In-game content audio | As a small Indie studio, we can't afford a composer and voice actors, so for the moment we decided to use AI. Ideally, for the release, we will be using real voices actors and music composed by a real composer. | CEVR-ICALES | - | Mar 18, 2026 | |
Dzyun Battle 2026 In-game content artaudiotext | AI was used for marketing materials, translations and some in-game models, textures and sounds. | Just Making Games | - | Mar 18, 2026 | |
RadSpire Store/marketing art | We use AI generated graphics as placeholders for store art and game menus until we are able to pay a graphic designer for the final release. | Kevin Munson | - | Mar 18, 2026 | |
Everfall: Idle Dungeon RPG In-game content art | Just AI backgrounds and some basic icons/logos. | GameDevJoey | 29 | Mar 18, 2026 | |
Mad Bang Bang Dev only | During development, we used some AI tools to speed things up in areas where we weren’t as experienced. That saved us a lot of time, letting us focus on the fun stuff — creating cool gameplay mechanics, improving performance, and making sure the game runs smoothly without annoying bugs. | Tomorrow Baby | - | Mar 18, 2026 | |
Cosmist In-game content art | Some icons are generated; the artist claimed he used AI-generated references for pixel art. | Gulbrandr Studio | - | Mar 18, 2026 | |
Kinmen Kill Dev only code | Kinmen Kill uses a custom-built AI agent that operates directly within the Unity Editor to write code and develop the game. | Kongroth | - | Mar 18, 2026 | |
Tower Survivors In-game content arttext | Marketing materials, pre-rendered in-game visual effects, textures and materials for characters, props, and environments and translations are partly or completly AI-generated. | Denpixel | - | Mar 18, 2026 | |
Rags 2 Riches Store/marketing textart | AI is only used in Marketing Materials (Descriptions, Images) | Krysez | - | Mar 18, 2026 | |
PUNCH ARENA In-game content art | Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team. | Cankivanc Yigit | - | Mar 18, 2026 | |
DELTARIS In-game content arttextcode | We use AI translation to support multiple languages.
We use AI image generation for the illustrations and backgrounds used in the game.
Some of the game's programming is supported by AI. | XEXTRA JAPAN | - | Mar 18, 2026 | |
Termite Store/marketing art | Some images are generated with AI. | WILLIWAW Hub | - | Mar 18, 2026 | |
Nitro Pulse Unclear art | We use AI to create graphic content. | WILLIWAW Hub | - | Mar 18, 2026 | |
Cold Trigger Store/marketing art | There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials. | Paulo Vitor | - | Mar 18, 2026 | |
Beards & Brewed Dev only art | AI was used temporarily to prototype some UI elements. These will be refined or replaced during development. | TadolakDev | - | Mar 18, 2026 | |
SHIKA-Q In-game content artaudio | Some visual and audio assets in this game were initially created with the assistance of AI tools. All final game content has been reviewed, edited, and refined by the development team to ensure originality and quality. | AGNI-FLARE CO., LTD. | - | Mar 18, 2026 | |
Bucket Tag Dev only codeart | whenever I write code, I ask Ai to polish my code, because my code is not that clean.
for some of the art, I draw rough sketches and ask ai to make a more appealing version of it | Game Alchemy Studio | - | Mar 18, 2026 | |
Nechess In-game content art | Generative artificial intelligence was used in the creation of part of the visual content. | Monochrome Studio | - | Mar 18, 2026 | |
Y.E.L.L. Store/marketing art | As a solo dev, I use AI to generate store contents and backgrounds for the game | Y.E.L.L. Crew | - | Mar 18, 2026 | |
Candy Destroyer In-game content art | Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer. | CanDes Games | - | Mar 18, 2026 | |
MMM In-game content art | Some of the photos used in the game play have been added by AI generation. | 4S Games | - | Mar 18, 2026 | |
Battles Store/marketing art | Use in cover art | Pixel Play | - | Mar 18, 2026 | |
BEATSHIFT ARENA In-game content artaudiocode | This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer.
No AI systems are used to generate content during gameplay. | Bondigi Games | - | Mar 18, 2026 | |
Let Me Catch You In-game content art | Some visual elements (paintings and photos) use AI-generated images. All game systems and core mechanics are handcrafted and independent of generative AI. | Aconite Games | - | Mar 18, 2026 | |
Backgammon Premium In-game content art | Generative AI tools were used to assist in creating some visual materials for the store page and marketing assets.
In addition, AI tools were utilized to generate or enhance certain pre-rendered in-game 2D assets, including some sprites, textures, and UI elements (such as profile pictures). This use is limited to non-critical graphical materials. | Spectrum.Games International Ltd | 15 | Mar 18, 2026 | |
Bar Darts Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
三国:百将牌 Live AI | The match in the tutorial is an AI-controlled game. | 七星工作室 | 239 | Mar 18, 2026 | |
Mage Escape 2000 Dev only | During development, procedural and AI-assisted tools may be used to support content creation. Regardless of the tools involved, the final experience reflects the creative vision and craftsmanship of the solo developer behind the project. | Frank Rodger Ivan Tom Tom Zebra | - | Mar 18, 2026 | |
Nitrokill In-game content artaudiotext | The game logo is partly AI generated.
One piece of music is AI generated.
The computer voice is mainly AI generated. | KAIRA Deepware | - | 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 | |
VALENCE In-game content art | During development, AI was used as a tool to create pixel art drafts, which were then manually edited and finalized by the developer to ensure uniqueness and quality. | VALENCE Studios | - | Mar 18, 2026 | |
Sands Of Avalon Forge Your Legend Live AI textaudio | Sands of Avalon uses AI exclusively to give the gods unique personalities and dynamic voice lines. Each god reacts differently to the player’s choices, offering distinct blessings, curses, and dialogue that make every playthrough feel personal and immersive. No gameplay mechanics rely on AI and it is used only to enrich storytelling and deepen the connection between players and the divine beings in the game. | Mummy Labs Studio | - | Mar 18, 2026 | |
Origins of Lume TCG In-game content art | The artwork created for the characters are generated by Generative AI with commercial rights as per Midjourney policy. | OOL Studios | - | Mar 18, 2026 | |
Cops&Crooks In-game content art | We used AI image-generation tools when creating some in-game images. | OOPS.k | - | Mar 18, 2026 | |
MoonVeil In-game content audio | AI tools were used to support early concept exploration and visual ideation during development.
Artificial intelligence tools were used during development to assist with the creation and processing of audio content, such as sound effects and voice variations. | GrindGames | - | Mar 18, 2026 | |
Korner 5 Unclear art | AI is used to develop some images. | IDC Games | - | Mar 18, 2026 | |
Galaxy Card Game In-game content art | AI is used for some visual assets. | FOGMOE | 18 | Mar 18, 2026 | |
The Last Night: Zomie Attack In-game content art | There is Pre-Generated AI On the Store Page Capsules and some in game assets. | JamieGames | - | Mar 18, 2026 | |
Mother Ducker In-game content artaudio | Images and Audio were generated using paid compliant AI that is not taught on unlicensed material. Ethically generated as needed as this is a free game and would not exist without the assistance AI provides to Indie Devs. We are just trying to give people a fun experience. As they say hate the Player don't hate the Game. | MonoBehaviour Games | - | Mar 18, 2026 | |
Arcane Rivals In-game content artaudio | Store assets and in-Game Music are AI-generated. | SAT Productions | 42 | Mar 18, 2026 | |
ホッケーで金を稼げ! -打つたび増えるゲーム内通貨- In-game content art | Some game assets—such as background art and status icons—were created using generative AI. | 文さん/bunsan | - | Mar 18, 2026 | |
Invaders In-game content art | Invaders utilizes ChatGPT and Adobe Photoshop AI technologies to design and generate user interface elements and in-game imagery. These tools are used exclusively for creative and illustrative purposes to enhance the visual quality and artistic consistency of the game. | GodSGameStudio | - | Mar 18, 2026 | |
SkyInFlames In-game content artaudiocode | The graphic shows images of units (actions) that are created on the basis of real software features to change development time. Additionally, some functionality was ported from a raw state and refined using AI, and AI is also being used to write several of the core systems. (In the trailer, we also used some AI-generated audio and images.) | VasyliyBritva | 207 | Mar 18, 2026 | |
DraQu: Elemental Awakening Store/marketing art | Generative AI tools were used during development to create some visual assets (such as UI artwork and promotional images). All AI-assisted assets were reviewed and manually edited to match DraQu’s style and quality standards. | ALTF4 Games | - | Mar 18, 2026 | |
WAVEBEAM In-game content codeart | Using a fully completed game design document created by a Software Engineer, 100% of the game's code was generated via an AI Coding Agent. Aside from the fonts and audio assets, all functional and visual components are the result of AI-Generated code. | Ryan Collins | - | Mar 18, 2026 |