"Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game."
- Creator
- ULCgames
- Reviews
- -
- Added
- May 23, 2026
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"Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game."
I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style. All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally.
AI-Generated Content Disclosure: This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality. Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer. All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work.
AI Disclosure This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it.
3D Modeling Tool: Meshy (or Unity Asset store) Giant eye (2D Sprite): Nano Banana
COVER TEXT TRANSLATE TEXT SOME AUDIO FILES
A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff.
This game includes some AI-generated visual assets, such as certain in-game images and store page artwork like the logo are ai. These assets are used for visual design purposes and do not impact gameplay or player interaction.
Partial initial generation of graphical images during the game development process.
Generative AI is used to assist coding and for generating code that creates audio files.
This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets. These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer.
This game uses AI-generated artwork for card illustrations, character portraits, arena backgrounds, and UI elements. AI was also used to assist with sound design and animation assets. Game code was developed with AI-assisted programming tools.
AI was used to assist with language translation and the generation of certain images and music. All final content has been reviewed and refined by the Yajirushi Studio team to ensure quality and an authentic player experience.
A large part of the art in War of the Damned has been generated using Artificial Intelligence.
Game does use ai in some of its assets
Voice overs, translations and character busts are currently being handled by AI. As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans. Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release.
Some visual and marketing materials for this game were created with the assistance of AI tools. All AI-generated content was reviewed, edited, and integrated by the developer.
This game was developed with the assistance of generative AI tools. AI-generated content includes background music, UI design, text, and other assets — with the exception of pixel art graphics, which were created by human artists.
This game uses generative AI for some in-game paintings, store artwork, and the introductory voiceover. All content was reviewed and integrated by the developer.
As a solo developer, I utilized generative AI tools during the development process in the following ways - Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency. - Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide. - Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality. All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay.
Use AI to generate item icon.
The developer utilized generative AI tools during the production phase to assist with coding and drafting marketing text. AI was also used to generate foundational 2D promotional artwork for the Steam store page, which was subsequently edited, refined, and polished manually in Photoshop.
Most of this game's content was created with the assistance of AI generation tools, except for a small portion of hand-crafted assets. All AI-generated content was reviewed and edited by the developer. No AI is used during gameplay.
The game currently includes some generated texts for upgrade descriptions
This game uses AI-generated pixel art for character sprites, enemy sprites, and environmental tiles, created using PixelLab. All AI-generated assets were reviewed, selected, and in some cases modified by the developer before inclusion in the game.
Cover Screen and Logo.
Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems.
Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process.
Seferia: Matrix has used Ai in order to craft and stylized its artworks.
Audio (Sound Effects and Background Music) generated using AI.
The game has AI rendered pictures for the NPC characters.
This game uses AI-generated content: Pre-generated AI use: - Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited. - Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand. - All AI-generated content was reviewed, edited, and curated by the developer before shipping. Not AI-generated: - Game design, mechanics, balance, progression systems, lore, world-building. - UI/UX layouts and interaction flows. No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator.
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.
Code organization, Canva title screen.
AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay.
It has only been used in localization and specific visual references
The in-game graphics are generated by generative AI.
AI tools may assist with early concepts. All final content is created by our development team.
The English localization of this game was developed with the assistance of AI translation tools.
I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI.
AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer.
Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer.
Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding.
Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me
AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне
Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer.
We are utilizing generative AI to speed up repetitive tasks in some resource workflows, such as UV Unwrapping .
Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version).
This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI.
Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Revenge Of Destiny In-game content art | "Generative artificial intelligence was used in the design and production of some 2D entities (icons and sprites) within the game." | ULCgames | - | May 23, 2026 | |
Solo Grinding In-game content art | I used AI-assisted tools to help create and animate characters, manually refining and adapting them to fit the game's art style.
All other content, including world-building, UI, SFX, VFX, was either licensed from professional artists or created traditionally. | SoloGearGames | - | May 23, 2026 | |
RoPos In-game content artaudio | AI-Generated Content Disclosure:
This game includes AI-generated and AI-assisted content. Most 2D art assets (including character/prop/environment illustrations, icons, and UI artwork) were created using generative AI tools and then reviewed and edited by the developer for consistency and quality.
Most audio assets (including sound effects and some music/ambience, if applicable) were also created using AI generation tools and then post-processed (editing, mixing, and mastering) by the developer.
All AI-generated content is curated and integrated by the developer, and the final in-game assets may include manual modifications and additional original work. | GoodVibes Pado | - | May 23, 2026 | |
Seven Nights In The Dark Dev only artcode | AI Disclosure
This game was developed by a solo developer using AI-assisted tools for image generation and coding support. All creative direction, game design, narrative, and artistic vision were conceived and executed by the developer. AI tools were used to make solo development feasible — not to replace creativity, but to support it. | NYX Gaming Studio | - | May 23, 2026 | |
We are one body In-game content art | 3D Modeling Tool: Meshy (or Unity Asset store)
Giant eye (2D Sprite): Nano Banana | Yang9 | - | May 23, 2026 | |
COZY MOVING DAY Unclear textaudio | COVER
TEXT
TRANSLATE TEXT
SOME AUDIO FILES | SIENTURE | - | May 23, 2026 | |
Signal Scavenger In-game content art | A small number of visual elements in this game have been created using generative artificial intelligence. These AI-generated images are limited to a few specific artworks, while the vast majority of visuals, as well as all gameplay, story, and mechanics, are crafted by professional artists and staff. | Iraqi Games Studio | - | May 23, 2026 | |
Subsurface In-game content art | This game includes some AI-generated visual assets, such as certain in-game images and store page artwork like the logo are ai. These assets are used for visual design purposes and do not impact gameplay or player interaction. | Tyler Powell Studios | - | May 23, 2026 | |
ClearIt M1 Dev only art | Partial initial generation of graphical images during the game development process. | IteraLabs | - | May 23, 2026 | |
Newtonia In-game content codeaudio | Generative AI is used to assist coding and for generating code that creates audio files. | METONYMOUS | - | May 23, 2026 | |
Corelith In-game content art | This game uses generative artificial intelligence to create skill icons, the title screen background image, and a very small portion of UI assets.
These elements were used as supportive tools during development, while the overall game design and gameplay experience were directly designed and implemented by the developer. | Dongurami Cat | - | May 23, 2026 | |
Rock, Paper, Scissors: Survival In-game content artaudiocode | This game uses AI-generated artwork for card illustrations, character portraits, arena backgrounds, and UI elements. AI was also used to assist with sound design and animation assets. Game code was developed with AI-assisted programming tools. | Lew Ayotte | - | May 23, 2026 | |
WallFront In-game content textartaudio | AI was used to assist with language translation and the generation of certain images and music. All final content has been reviewed and refined by the Yajirushi Studio team to ensure quality and an authentic player experience. | Yajirushi | - | May 23, 2026 | |
War of the Damned In-game content art | A large part of the art in War of the Damned has been generated using Artificial Intelligence. | Coki Studio | - | May 23, 2026 | |
SHU In-game content | Game does use ai in some of its assets | FURKAN OZKAN | - | May 23, 2026 | |
Ashikai In-game content audioart | Voice overs, translations and character busts are currently being handled by AI.
As a budget limited studio, we want to have everything in place before an artist to work on. These placeholders would reduce the amount of back and forth, rework and hours invested. Everything is directed and supervised by humans.
Voice overs and character busts will be completely replaced by the work of artists by the 1.0 release. | One Isometric Studio | - | May 23, 2026 | |
Pizza Business Store/marketing art | Some visual and marketing materials for this game were created with the assistance of AI tools. All AI-generated content was reviewed, edited, and integrated by the developer. | FSpixGames | - | May 23, 2026 | |
Dopamine Racing In-game content audioarttext | This game was developed with the assistance of generative AI tools. AI-generated content includes background music, UI design, text, and other assets — with the exception of pixel art graphics, which were created by human artists. | Dopamine | - | May 23, 2026 | |
HUSHED In-game content artaudio | This game uses generative AI for some in-game paintings, store artwork, and the introductory voiceover. All content was reviewed and integrated by the developer. | BADER ALSAIRY | 26 | May 23, 2026 | |
The Refuge In-game content arttextaudio | As a solo developer, I utilized generative AI tools during the development process in the following ways
- Visual Assets: AI was used to assist in the creation and enhancement of certain background images and textures. All final assets were manually reviewed and integrated to ensure quality and consistency.
- Text & Localization: I used AI for proofreading, refining the phrasing of in-game text, and assisting with translations into multiple languages to ensure a polished experience for players worldwide.
- Voice Generation: AI was used to generate certain voice lines in the game. All audio content was reviewed, selected, and integrated manually to ensure it fits the intended tone and quality.
All AI-assisted content was pre-generated and manually verified by me to ensure quality and compliance. The game does not feature any real-time AI generation during gameplay. | TheLittleGames | - | May 23, 2026 | |
Mana Reactor In-game content art | Use AI to generate item icon. | Heavenly Demon | - | May 23, 2026 | |
Rift Diver Store/marketing codetextart | The developer utilized generative AI tools during the production phase to assist with coding and drafting marketing text. AI was also used to generate foundational 2D promotional artwork for the Steam store page, which was subsequently edited, refined, and polished manually in Photoshop. | Amar Dizdarević | - | May 23, 2026 | |
Firefield In-game content artaudiocodetext | Most of this game's content was created with the assistance of AI generation tools, except for a small portion of
hand-crafted assets. All AI-generated content was reviewed and edited by the developer. No AI is used during gameplay. | Robe of Fire | 12 | May 23, 2026 | |
Incremental RTS In-game content text | The game currently includes some generated texts for upgrade descriptions | Dyrkabes Games | - | May 23, 2026 | |
Broken Divide In-game content art | This game uses AI-generated pixel art for character sprites, enemy sprites, and environmental tiles, created using PixelLab. All AI-generated assets were reviewed, selected, and in some cases modified by the developer before inclusion in the game. | Threefold Interactive LLC | - | May 23, 2026 | |
Midnight Hauntings Store/marketing art | Cover Screen and Logo. | Pedrohenrimp | - | May 23, 2026 | |
Outposters In-game content art | Some temporary UI icons and placeholder assets used during development were generated with AI tools. These are non-final assets and will be replaced or refined before the final release. The game does not use any real-time or player-facing generative AI systems. | Capuchin Games | - | May 23, 2026 | |
SPACE HUG-DUNG In-game content art | Generative AI tools were used to create and refine VFX masks, base textures, and the game logo during the development process. | Syndicate Studio | - | May 23, 2026 | |
Seferia: Matrix In-game content art | Seferia: Matrix has used Ai in order to craft and stylized its artworks. | SurvivalTaktix | - | May 23, 2026 | |
Wrispell ~リスペル~ In-game content audio | Audio (Sound Effects and Background Music) generated using AI. | 言葉の檻 | - | May 23, 2026 | |
NODE: PROTOCOL In-game content art | The game has AI rendered pictures for the NPC characters. | Device | - | May 23, 2026 | |
PSYCHOBYL In-game content art | This game uses AI-generated content:
Pre-generated AI use:
- Marketing visuals (Steam capsules, banners, page background) were generated with AI image models, then manually edited and composited.
- Some in-game art assets (item icons, enemy portraits, environment elements) were AI-generated and edited/integrated by hand.
- All AI-generated content was reviewed, edited, and curated by the developer before shipping.
Not AI-generated:
- Game design, mechanics, balance, progression systems, lore, world-building.
- UI/UX layouts and interaction flows.
No live/runtime AI: the game does not run AI models during play. Nothing you do in-game contacts an LLM or image generator. | Boris & Baisha | - | May 23, 2026 | |
WonderKing EU Unclear | 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. | dreamideasoft | - | May 23, 2026 | |
Mythic Manager Dev only | Code organization, Canva title screen. | Oracle Algorithms | - | May 23, 2026 | |
Hive Striker: Dissonance In-game content art | AI tools were used during development to generate initial 3D model drafts and UI artwork assets. All AI-generated content was manually reviewed, refined, and integrated by the development team. No AI generates content at runtime during gameplay. | Ocelot Forge | - | May 23, 2026 | |
Save the Game In-game content textart | It has only been used in localization and specific visual references | Mustafa Efe Arslan | - | May 23, 2026 | |
CastleArena In-game content art | The in-game graphics are generated by generative AI. | MysticWave | - | May 23, 2026 | |
AetherCycle Dev only | AI tools may assist with early concepts. All final content is created by our development team. | DEEP INTERACTIVE | - | May 23, 2026 | |
SAMURAI CLICKER Infinite Build Mastery In-game content text | The English localization of this game was developed with the assistance of AI translation tools. | Hirameki BigBang | - | May 23, 2026 | |
Kuessaria In-game content arttextaudiocode | I literally use AI for every inch of this game. There is human made art here and there, but you can safely assume 90% of the game is AI. | Kuess | - | May 23, 2026 | |
Dungeon of Regret In-game content audio | AI Music: The BGM was sampled by AI using human-composed reference tracks and was ultimately refined by a sound designer. | Team 3rdPeople | - | May 23, 2026 | |
Infernal Survivors In-game content art | Some visual assets used in the game and its marketing materials were initially generated using AI-assisted tools and then modified and integrated into the game by the developer. | Mal The Artist | - | May 23, 2026 | |
Wrath of Skeletar Last Breath Dev only artcode | Generative AI was used during development as a supportive tool for creating some artwork and assisting with coding. | Pavel Kubíček/ GravelGames | - | May 23, 2026 | |
Tide Fall In-game content art | Generative AI was used to assist with some promotional visuals, such as logo and store page imagery. Tide Fall also includes commercially licensed marketplace assets. All gameplay systems and game development are created and implemented by me | Lone Badger Studio | - | May 23, 2026 | |
WarVara In-game content arttext | AI tools were used during development to assist in creating certain game assets and content, such as visuals and text. All content was reviewed, edited, and integrated by the developer. No AI is used in real-time during gameplay. а переведи мне | One-Eyed Fox Studio | - | May 23, 2026 | |
FTS: Frontline Tank Survivor In-game content artaudiocode | Generative AI tools were used during development for portions of the game's code, visuals, and audio. All outputs were reviewed and edited by the developer. | Rookie 7 Studio | - | May 23, 2026 | |
Touhou Brawl Dev only | We are utilizing generative AI to speed up repetitive tasks in some resource workflows, such as UV Unwrapping . | FIVE DUCK GAMES | - | May 23, 2026 | |
MASQUERADE In-game content audiotext | Generative AI is used to compose the original score (instrumental VGM only. This game doesn't include vocal music) and handle the translation (primarily for Simplified Chinese version). | StudioOptimistic | - | May 23, 2026 | |
アルテスノート In-game content text | This game uses AI-generated content for localization. All in-game text translations are produced with the assistance of generative AI. | R.N.Studio | 107 | May 23, 2026 | |
Ionhaven: Battery Heist In-game content artaudio | Certain early-stage visual or audio assets were created using generative AI tools as part of the development workflow. All such content has been manually edited and integrated by the developer. The game does not generate AI content during gameplay. | NullFusion | - | May 23, 2026 |