When creating the interface, I used AI (all kinds of buttons, icons)
- Creator
- Artem Gorbunov
- Reviews
- -
- Added
- Jun 3, 2026
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When creating the interface, I used AI (all kinds of buttons, icons)
人物语言使用了AI配音
This game contains pre-generated content created with the assistance of generative AI tools during development. AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance. The game does not generate new images, audio, text, or other content using AI during gameplay.
Use AI to generate images or code
Some promotional artwork, store capsule images, and marketing visuals were created with the assistance of generative AI tools and then reviewed, selected, and edited by the developer. The game itself does not generate new AI content during gameplay.
Some assets on the store page are created with AI assistance.
- Code was written with Assistance of Anthropic Claude Code - Character Portraits were created with Google Gemini - Other Art Assets and Sound Effects were created using Python (matplotlib, wave)
Some visual assets in Demon Ark: Idle RPG were created with the assistance of generative AI, including monster artwork, item and equipment icons, background images, and Steam store marketing assets such as capsule images and logo artwork. Unit character graphics and UI assets were produced separately as non-AI commissioned/manual artwork. All AI-assisted assets are reviewed, selected, and edited before being included in the game or store page. The game does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used to assist in creating some visual effects for store page assets. The game itself is primarily handcrafted.
Generative AI was used for certain programming elements in this game, including moving platforms and parts of the enemy AI behavior.
WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay.
This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
Demon Rising uses generative AI for part of its content: Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way. Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer. All AI-assisted content is curated and reviewed by the developer.
The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game.
Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience.
Some backgrounds and UI styles are generated by AI
AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures.
Some assets AI was used to speed along development time and our music person (JenZ) used some AI in creating the sound track.
Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer.
Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision.
We use AI tools to generate some of the 2D background art assets.There is no real-time AI generation in the game; all AI content is pre-generated.
This game using AI to creat pictures and music
This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build.
Some of the code required for the game to run is generated by AI.
Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay.
Generative AI was used to develop a portion of the content of this game. Specifically it was used for development assistance, some music and art assets.
This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services.
All music was generated by AI. Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel. Ai assisted with some aspects of coding/refactoring/debugging. The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva.
Some game’s art and community assets were created with AI tools.
AI-generated translations/proofreading and minor artwork elements
A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity. Coding was done from scratch, no AI used in that at all.
Music in the game has been generated using AI tools.
Some art assets in the game were created and optimized using AI.
We used generative AI tools to assist with drafting and localizing store page text. All AI-assisted text is reviewed and edited by our team before publication. The game does not use live-generated AI content during gameplay.
Some visual assets and promotional materials for Frozen Christmas Magic: Santa’s Hidden Village were created with the assistance of generative AI tools, then manually directed, selected, edited and integrated by the developer as part of the game’s artistic production pipeline. No real-time generative AI is used during gameplay.
Only minor voice effects in the game were generated using AI tools. No AI-generated gameplay, narrative, music, or visual content is included.
This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems.
The art and code of this game are fully generated with AI assistance.
Most artwork is hand-drawn. AI-generated assets were used as prototypes and later modified manually.
This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play.
Some background music used in this game was created using generative AI
Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans.
Generative AI tools were used to assist with portions of the game's text, localization, and visual asset development.
Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer.
The art and music assets in this game were created with the assistance of generative AI technology. As a registered architect in my day job, I am used to using tools like CAD to aid my designs. In game development, AI plays the exact same role—it is a tool, but the soul of the design comes from the human creator. I do not allow any rough, unpolished assets into my game. Therefore, all AI-generated content has gone through my strict "manual inspection": rigorous prompt tuning, meticulous manual overpainting, and audio trimming. I carefully polish every visual and auditory "brick" to build the perfect cultivation world, pouring my true craftsmanship entirely into the core "Eight Trigrams Array" deck-building experience.
Some textures and mesh concepts were initially generated using AI-assisted tools. All assets have been significantly modified, refined, and integrated manually using 3d software. The developer is working to rid the game of AI generated content come launch.
We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand.
The code and art assets were created with the assistance of generative AI.
Only in the field of art production, AI is used to assist in the creation of 2D images.
Some background images were expanded to fit higher resolutions with the assistance of generative AI tools. All core content and gameplay experiences were designed and created by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Another Tavern Simulator In-game content art | When creating the interface, I used AI (all kinds of buttons, icons) | Artem Gorbunov | - | Jun 3, 2026 | |
凡灵百态训练篇(The Comprehensive Training of All Spirits) In-game content audio | 人物语言使用了AI配音 | 王小豪 | - | Jun 3, 2026 | |
Warrior's Memory The Hollow Strata In-game content arttextcode | This game contains pre-generated content created with the assistance of generative AI tools during development.
AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance.
The game does not generate new images, audio, text, or other content using AI during gameplay. | RAIU Project | - | Jun 3, 2026 | |
Stock Shock Unclear artcode | Use AI to generate images or code | めてお | - | Jun 3, 2026 | |
Grid Wars: Last Stand Store/marketing art | Some promotional artwork, store capsule images, and marketing visuals were created with the assistance of generative AI tools and then reviewed, selected, and edited by the developer. The game itself does not generate new AI content during gameplay. | MCE Games | - | Jun 3, 2026 | |
战法道传奇 Store/marketing art | Some assets on the store page are created with AI assistance. | 战法道传奇 | - | Jun 3, 2026 | |
Panzer Island In-game content artaudio | - Code was written with Assistance of Anthropic Claude Code
- Character Portraits were created with Google Gemini
- Other Art Assets and Sound Effects were created using Python (matplotlib, wave) | rhedak | - | Jun 3, 2026 | |
Demon Ark: Idle RPG In-game content art | Some visual assets in Demon Ark: Idle RPG were created with the assistance of generative AI, including monster artwork, item and equipment icons, background images, and Steam store marketing assets such as capsule images and logo artwork. Unit character graphics and UI assets were produced separately as non-AI commissioned/manual artwork. All AI-assisted assets are reviewed, selected, and edited before being included in the game or store page. The game does not generate AI content during gameplay and does not connect to external AI services while running. | GravityStarGames | - | Jun 3, 2026 | |
Colony of the Forsaken Store/marketing art | Generative AI tools were used to assist in creating some visual effects for store page assets.
The game itself is primarily handcrafted. | Tazdingol | - | Jun 3, 2026 | |
魔導少女イバラ In-game content code | Generative AI was used for certain programming elements in this game, including moving platforms and parts of the enemy AI behavior. | Halenill | - | Jun 3, 2026 | |
WizKitty and the Tower of Doom, Gloom, and Other Bad Stuff In-game content art | WizKitty uses generative AI-assisted artwork for some visual assets. These assets were creatively directed, curated, edited, and integrated by the developer to fit the game’s visual style. WizKitty does not use live generative AI during gameplay. | Imperfect Fun | - | Jun 3, 2026 | |
RPS Rumble! In-game content arttext | This game uses AI-generated content for card artwork and visual assets.
Some translations were assisted by AI tools and reviewed for accuracy. | CrSmoke86 | - | Jun 3, 2026 | |
Demon Rising Live AI textart | Demon Rising uses generative AI for part of its content:
Live-generated narrative — The game includes a local AI language model that runs fully offline on your PC; no internet connection is required and no data is sent anywhere. During play it generates dynamic dialogue for your demon officers, war-council debates, prisoner interrogations and boss encounters, keeping conversations varied across runs. All generated text is constrained by the game's prompts to in-game characters and situations and is bounded by built-in safeguards. If the AI model is unavailable, the game automatically falls back to hand-written dialogue, so the full game is playable either way.
Pre-generated artwork — Some character portraits and illustrations were created with the help of AI image-generation tools, then selected and edited by the developer.
All AI-assisted content is curated and reviewed by the developer. | Demon Castle Games | - | Jun 3, 2026 | |
Girls vs Goblins In-game content arttextcode | The art assets, source code, and portions of the related content in this game were primarily created with the assistance of artificial intelligence (AI), including but not limited to character designs, environment assets, UI elements, text assistance, and programming development. The developer reviewed, adjusted, and integrated the generated content for the final production and release of the game. | Maiden Realm | 19 | Jun 3, 2026 | |
Spherebound In-game content art | Since our artistic skills don't quite allow us to realize everything we have in mind, we use AI to create some visuals, but we also try to edit them so as not to degrade the gaming experience. | SandQuality | - | Jun 3, 2026 | |
我的修仙日志 In-game content art | Some backgrounds and UI styles are generated by AI | GameRich | 20 | Jun 3, 2026 | |
The Son of Stone In-game content audioart | AI was used to generate background music, English voice-over, a video featuring the team logo, and a small portion of textures. | Team Revolution | - | Jun 3, 2026 | |
CellShocked In-game content audio | Some assets AI was used to speed along development time and our music person (JenZ) used some AI in creating the sound track. | Pre-Tech | - | Jun 3, 2026 | |
대장간 고양이 Store/marketing art | Generative AI tools were used to assist with parts of the game's visual concepts and promotional materials. All final content was reviewed and edited by the developer. | Zami | - | Jun 3, 2026 | |
Aspectless One In-game content art | Some background environments and character animations in this game were created with the assistance of AI generation tools. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure quality and consistency with the game's artistic vision. | Omnia | - | Jun 3, 2026 | |
镜中的光怪陆离 In-game content art | We use AI tools to generate some of the 2D background art assets.There is no real-time AI generation in the game; all AI content is pre-generated. | 轻嘎 | - | Jun 3, 2026 | |
Reverie Unbound In-game content artaudio | This game using AI to creat pictures and music | MISHRA GAMES | - | Jun 3, 2026 | |
Pegs & Sorcery In-game content artaudiocode | This game utilizes pre-generated AI content across multiple disciplines, including visual assets, code optimization, and audio design. These tools were used strictly to assist a solo developer in the production process. All AI-assisted assets have been thoroughly vetted to ensure they adhere to copyright and intellectual property standards, and no live-generation tools are present in the build. | SuperBlast | - | Jun 3, 2026 | |
DYLIA Dev only code | Some of the code required for the game to run is generated by AI. | Davy Lee | - | Jun 3, 2026 | |
Abyssfall: The Black Citadel In-game content art | Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay. | Nightveil Game Studio | - | Jun 3, 2026 | |
Sentry In-game content audioart | Generative AI was used to develop a portion of the content of this game. Specifically it was used for development assistance, some music and art assets. | Bright Angle Games | - | Jun 3, 2026 | |
修仙挂机 In-game content arttextcode | This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services. | 老鱼工作室 | 62 | Jun 3, 2026 | |
Ore & Ordnance In-game content audioart | All music was generated by AI.
Anything not covered up with an effect was touched up by AI. We created the original concepts in Piskel.
Ai assisted with some aspects of coding/refactoring/debugging.
The image in our store media, with the 3 ships, was generated using AI based on our in-game enemy ships and the players "elite" ship. Everything else was created using Canva. | Hooley Studios | - | Jun 3, 2026 | |
Incremental Quest - Dungeon depths In-game content art | Some game’s art and community assets were created with AI tools. | Rebenke Games Studio | - | Jun 3, 2026 | |
Cursed House 16 In-game content textart | AI-generated translations/proofreading and minor artwork elements | LGT SIA | - | Jun 3, 2026 | |
Karnage: The Legend Grows In-game content artaudio | A few visual assets are hand-drawn but most of the assets were created by either Perchance or ChatGPT and then heavily cleaned/edited in photoshop by myself to fit into the game. Music was created by Suno and edited in Audacity.
Coding was done from scratch, no AI used in that at all. | Land's End Games | - | Jun 3, 2026 | |
Dungeon Wage In-game content audio | Music in the game has been generated using AI tools. | Interchainly | - | Jun 3, 2026 | |
Break Point: Brace & Breach In-game content art | Some art assets in the game were created and optimized using AI. | Break Point Stuido | - | Jun 3, 2026 | |
Little Warrior Store/marketing text | We used generative AI tools to assist with drafting and localizing store page text. All AI-assisted text is reviewed and edited by our team before publication. The game does not use live-generated AI content during gameplay. | Starplaytech | - | Jun 3, 2026 | |
Frozen Christmas Magic ; Santa’s Hidden Village Store/marketing art | Some visual assets and promotional materials for Frozen Christmas Magic: Santa’s Hidden Village were created with the assistance of generative AI tools, then manually directed, selected, edited and integrated by the developer as part of the game’s artistic production pipeline.
No real-time generative AI is used during gameplay. | Rivardus | - | Jun 3, 2026 | |
Far Away Kingdom In-game content audio | Only minor voice effects in the game were generated using AI tools. No AI-generated gameplay, narrative, music, or visual content is included. | The Other Guy Studio | - | Jun 3, 2026 | |
Ballad of the Magic Wand In-game content artaudio | This game used generative AI tools during development to assist with the creation of some 3D modeling and audio assets. During gameplay, AI does not generate content or code, and the game does not rely on real-time AI systems. | COTAKJI GAMES | - | Jun 3, 2026 | |
文明幸存者 In-game content artcode | The art and code of this game are fully generated with AI assistance. | 缘码游戏工作室 | 10 | Jun 3, 2026 | |
Beast Bastion Dev only art | Most artwork is hand-drawn. AI-generated assets were
used as prototypes and later modified manually. | Bit Constellation | - | Jun 3, 2026 | |
Ultimate Blacksmith Tycoon In-game content arttextcode | This title was developed with substantial assistance from generative AI.[Store Assets — Visual Content]The key visual, store capsule images, library assets (including the library hero), and certain screenshot backgrounds were produced using image generation AI ("Midjourney v7 / Niji v7") under a commercial license (Standard tier).[Source Code, Game Design, and In-Game Text]The C++ source code, data structures, system architecture, gameplay mechanics specifications, in-game text, item naming conventions, job names, and skill names were developed in collaboration with conversational AI ("Claude" by Anthropic and "Gemini" by Google).[The Developer's Role]Quench Forge handles concept, product vision, product management, final specification decisions, hands-on PIE (Play-In-Editor) testing, bug reports, and release decisions.Code generation, code review, test design, system architecture, game mechanics specifications, in-game text, and marketing materials are all created in collaboration with Claude (Anthropic) and Gemini (Google). Every AI-generated artifact is filtered through the developer's "appraiser's eye" — selected, approved, and revised through specification feedback — before being incorporated into the product.This game applies its own core theme — "an appraiser-shopkeeper who reads materials and Modifiers to forge the right blade" — to its own development process.[Runtime Behavior]No generative AI runs during gameplay. All in-game mechanics operate on compiled, deterministic algorithms (with optional reproducible random seeds). The game does not require any online connection to AI services during play. | Quench Forge | - | Jun 3, 2026 | |
Little Elementals In-game content audio | Some background music used in this game was created using generative AI | Hwi | - | Jun 3, 2026 | |
银发冒险家 Old But Gold In-game content art | Some cinematic sequences in this trailer were created with AI assistance. All in-game content is handcrafted by humans. | 橘子皮 | - | Jun 3, 2026 | |
Fortune Flipper In-game content textart | Generative AI tools were used to assist with portions of the game's text, localization, and visual asset development. | SeoGames | - | Jun 3, 2026 | |
DAIMIENS TOWN OF WITCHES In-game content art | Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer. | RPG JESPIL STUDIO | - | Jun 3, 2026 | |
All Night Ascension In-game content artaudio | The art and music assets in this game were created with the assistance of generative AI technology.
As a registered architect in my day job, I am used to using tools like CAD to aid my designs. In game development, AI plays the exact same role—it is a tool, but the soul of the design comes from the human creator. I do not allow any rough, unpolished assets into my game. Therefore, all AI-generated content has gone through my strict "manual inspection": rigorous prompt tuning, meticulous manual overpainting, and audio trimming. I carefully polish every visual and auditory "brick" to build the perfect cultivation world, pouring my true craftsmanship entirely into the core "Eight Trigrams Array" deck-building experience. | FlowFire Studio | - | Jun 3, 2026 | |
Endangered In-game content art | Some textures and mesh concepts were initially generated using AI-assisted tools. All assets have been significantly modified, refined, and integrated manually using 3d software. The developer is working to rid the game of AI generated content come launch. | Christopher Considine | - | Jun 3, 2026 | |
魔律物语-韦德霍尔克学院 In-game content artcode | We are very sorry. We have used AI assistance in the development of our code and some art assets. If any of our players feel uncomfortable with this, we fully understand. | 杭州达图雷网络科技有限公司 | - | Jun 3, 2026 | |
Hell-O-Word In-game content artcode | The code and art assets were created with the assistance of generative AI. | KYChen | - | Jun 3, 2026 | |
寻宝猎手Hoard Seeker In-game content art | Only in the field of art production, AI is used to assist in the creation of 2D images. | xin qiwu | - | Jun 3, 2026 | |
JoyWorld Remastered (조이월드 리마스터) In-game content art | Some background images were expanded to fit higher resolutions with the assistance of generative AI tools.
All core content and gameplay experiences were designed and created by the developer. | pOn Studio | - | Jun 3, 2026 |