Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets.
- Creator
- VTDev Informatikai Kft.
- Reviews
- -
- Added
- Aug 28, 2026
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Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
AI was used for programming and helping with translation of the game for other languages than Polish.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay.
Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons.
AI is used to poilish the Steam Page content, as well as helping in generating some artworks in-game.
This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing.
Player portraits and team logos were created with AI assistance.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay.
Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop). Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
Some 2D artwork shipping in this game was created with the assistance of generative AI image tools, then edited by hand before inclusion. This applies to a portion of card illustrations and UI decorative elements. All such assets were checked for quality and rights compliance prior to shipping. This game does not generate any content with AI at runtime. The computer opponent is a conventional rules-based system, not a generative AI model.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them. Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
most of map props
Generative artificial intelligence was used to assist with background materials
AI was used to assist with writing the game source code. All visual assets are handmade pixel art by the author. All audio assets are licensed from 3rd party sample banks.
Autoregressive Gen Assist & Debugging
Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans.
部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合
Artificial intelligence has been used for some parts of the art.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Explanation about the game development process: In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration. However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience. AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play.
Translations for the game are generated with the help of artificial intelligence.
SpaceBell was Agentically Engineered! The custom engine, game loop, and the entire process to make the game is documented on the studios' X page. Far from vibed, the game has been in active dev for 2yrs.
Development of the game's code was assisted with AI, and some icons are AI generated.
Generative AI tools were used during development to assist in creating some pre-generated 2D visual assets, including character imagery and certain promotional and store page artwork. All AI-assisted content is pre-generated, reviewed, selected, and edited by the developer before being included in the game or its marketing materials. The game does not use live generative AI and no content is generated by AI during gameplay.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked. These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime.
Placeholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity.
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems. Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Some images and content powered by generative artificial intelligence.
Some art assets (ui, icons, monster sprites) were created with AI assistance.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay.
Assets used in this game were created with the assistance of generative AI.
Visual assets were created using a combination of generative AI tools and manual editing/art direction. No generative AI is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Assault Commander RTS In-game content audiotextart | Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets. | VTDev Informatikai Kft. | - | Aug 28, 2026 | |
Dungeons & Dynasties In-game content codetext | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization. | Bretticus82 | - | Aug 28, 2026 | |
Eye of the Giant In-game content art | Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer. | Akat Interactive | - | Aug 28, 2026 | |
Raid Leader Simulator In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played. | Ren tech. | - | Aug 28, 2026 | |
Wager of Banners In-game content art | Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service. | Curds & Crowns | - | Aug 28, 2026 | |
Warchaic In-game content artaudio | Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages. | BIG-E | - | Aug 28, 2026 | |
Magua: Twenty Sorrows In-game content textcode | AI was used for programming and helping with translation of the game for other languages than Polish. | Magua Games | - | Aug 28, 2026 | |
DuskLand In-game content arttext | AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay. | FirstSpark Games | - | Aug 28, 2026 | |
ISKRA In-game content art | Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay. | MESTAMPE GAMES | - | Aug 28, 2026 | |
Siege of the Isletress In-game content art | Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons. | Isletress Studios | - | Aug 28, 2026 | |
Dungeon Contractor In-game content arttext | AI is used to poilish the Steam Page content, as well as helping in generating some artworks in-game. | Perseverance Games | - | Aug 28, 2026 | |
Yushou Xianmen: Mortal Realm In-game content arttextaudio | This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing. | CHENLIN | - | Aug 28, 2026 | |
Headshot Manager In-game content art | Player portraits and team logos were created with AI assistance. | Shrouded Pharaoh Games | - | Aug 28, 2026 | |
TOWERPUNK Dev only codetext | All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer. | TESSERAX GAMES | - | Aug 28, 2026 | |
Derby Dynasty : Horse Racing RPG In-game content text | Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies. | Corvein Studio | - | Aug 28, 2026 | |
RabbitDice Unclear | Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay. | SeptenaryCrescent | - | Aug 28, 2026 | |
Manabound Syndicate In-game content arttext | Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime. | Markos Resvanis , Daniel Davidson | - | Aug 28, 2026 | |
RuneEra In-game content artaudio | Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running. | Spellstead Games | - | Aug 28, 2026 | |
Steel Company In-game content art | Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible. | Gyr Software | - | Aug 28, 2026 | |
Card Slay In-game content arttext | Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay. | Vibe Apps LLC | - | Aug 28, 2026 | |
Purrfect Dice In-game content art | AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game. | Bearly Made It Games | - | Aug 28, 2026 | |
MyHiStory In-game content artaudio | Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running. | BurnRiver | - | Aug 28, 2026 | |
Starstone In-game content art | Some 2D artwork shipping in this game was created with the assistance of generative AI image tools, then edited by hand before inclusion. This applies to a portion of card illustrations and UI decorative elements. All such assets were checked for quality and rights compliance prior to shipping.
This game does not generate any content with AI at runtime. The computer opponent is a conventional rules-based system, not a generative AI model. | Aaron Kowall | - | Aug 28, 2026 | |
Anthemborne In-game content art | AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo. | CosmicIonicGames | - | Aug 28, 2026 | |
Nice To Meat You Unclear | most of map props | nbbangsoft | - | Aug 28, 2026 | |
全小将 Unclear | Generative artificial intelligence was used to assist with background materials | 崩溃猛犸 | - | Aug 28, 2026 | |
One More Wave Dev only code | AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks. | Juha Kiili | - | Aug 28, 2026 | |
Grave Profits Dev only code | Autoregressive Gen Assist & Debugging | Cryo Chrome | - | Aug 28, 2026 | |
SSN: Artemis In-game content audioart | Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans. | Ceres Labs | - | Aug 28, 2026 | |
STLN-决进者 In-game content artaudio | 部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合 | 终灭龙工作室 | - | Aug 28, 2026 | |
Barns & Beams In-game content art | Artificial intelligence has been used for some parts of the art. | k148 Game Studio | - | Aug 28, 2026 | |
Scoundrel: The Descent In-game content art | Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame. | BetterSIM LLC | - | Aug 28, 2026 | |
Rainbow Bridge In-game content arttext | Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience. | Magic Cat | - | Aug 28, 2026 | |
429 In-game content art | There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play. | ScreamingPie | - | Aug 28, 2026 | |
Paragon's Hand In-game content text | Translations for the game are generated with the help of artificial intelligence. | Myriad Tales | - | Aug 27, 2026 | |
SpaceBell Unclear | SpaceBell was Agentically Engineered! The custom engine, game loop, and the entire process to make the game is documented on the studios' X page. Far from vibed, the game has been in active dev for 2yrs. | WILLSWAYSTUDIOS | - | Aug 27, 2026 | |
Slot Siege In-game content artcode | Development of the game's code was assisted with AI, and some icons are AI generated. | Apt 12 | - | Aug 27, 2026 | |
NOT ONE OF US In-game content art | Generative AI tools were used during development to assist in creating some pre-generated 2D visual assets, including character imagery and certain promotional and store page artwork.
All AI-assisted content is pre-generated, reviewed, selected, and edited by the developer before being included in the game or its marketing materials.
The game does not use live generative AI and no content is generated by AI during gameplay. | Ivan Zubak | - | Aug 27, 2026 | |
Dominar Sanctum In-game content arttextaudio | The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release. | Florisworlds GmbH | - | Aug 27, 2026 | |
BATTLE: PARTS & POWER In-game content artcode | Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay. | Cartoon Rocket Games | - | Aug 26, 2026 | |
Phantom Cardia: Astral Card Duel In-game content art | Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime. | NexaForgeon | - | Aug 26, 2026 | |
Tower of Annihilation: Welcome to Hell In-game content art | Placeholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity. | Aaron Clark | - | Aug 26, 2026 | |
Dungeon Cook In-game content artaudio | Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass. | MY AR UNIPESSOAL LDA. | - | Aug 26, 2026 | |
Devour & Evolve Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
RogueSlot Unclear art | Some images and content powered by generative artificial intelligence. | appointed. | - | Aug 26, 2026 | |
Andrea In-game content art | Some art assets (ui, icons, monster sprites) were created with AI assistance. | Lizel | - | Aug 26, 2026 | |
NO KING IN HELL Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
Chessplosion In-game content arttext | Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay. | François Duchesne | - | Aug 26, 2026 | |
Dice After Dark In-game content art | Assets used in this game were created with the assistance of generative AI. | Dano Sato | - | Aug 26, 2026 | |
SumMon In-game content art | Visual assets were created using a combination of generative AI tools and manual editing/art direction.
No generative AI is used during gameplay. | UnphysicalMachinery | - | Aug 26, 2026 |