Realm of Balls was developed with the help of generative AI tools during production, but the game does not include live AI-generated content for players.
- Creator
- Shuihan Coding
- Reviews
- -
- Added
- Jun 3, 2026
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Realm of Balls was developed with the help of generative AI tools during production, but the game does not include live AI-generated content for players.
This game utilizes AI tools in parts of the music arrangement and sound production process. AI is used for sampling, sound design, and music production assistance, while the final adjustments, editing, and implementation are handled by the developers themselves.
The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork. All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process. No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing.
Art mainly generated by AI, then manually refined
Background post-production: color correction and shading, and some additional background objects.
We used AI for the game store page. And AI tools for the game development.
There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it.
All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself. All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties.
AI technology is adopted in the game to generate videos, scenes and other in-game elements.
AI as part of modern development workflows
some images of the store and loadscreens.
AI was used for shading of models. Some hair and facial hair variations were altered with AI. Some of the UI panels and icons were generated with AI.
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Some AI-assistance was used during the development of this game.
Translations and text content are AI-generated. Some of the UI and game backgrounds are AI generated with manual post-processing. Some of the VFX for the animations are AI generated with post-processing.
Placeholder Graphics, Code
This game is a detective adventure in which the player investigates a murder in a small town. An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects. The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation. All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content.
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
Some voice overs or 2d artwork has been generated with the assistance of AI.
Images displayed in the Steam library uses AI generated images.
We are using AI to create flip phone-style frames.
Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer.
I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words. What's AI-generated: • Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me • Music — generated with AI audio tools, curated and selected by me • Some flavor text and descriptive copy — drafted with AI assistance, edited by me What's not AI: • The game itself — every system, mechanic, balance number, character design, and core decision is mine • The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built • The code — written by me with the help of AI assistants the same way any modern developer uses them No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped.
Some Steam store marketing icons or images were created or assisted with generative AI
The game to contain art assets generated by artificial intelligence
Kingdom of Ashes uses generative AI for select visual assets: • Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game. All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets.
Some Images such as the Game Splashscreen artwork is AI Generated.
Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production: — Some icons and UI elements, including weapon icons — Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions — Translation from Mr. M.'s private family dialect into English. All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools. Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used. Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool. — Mr. M., Owner of Galactic Tenebris Company
We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get.
Tianmen Wenjian uses generative AI tools as part of its pre-generated production pipeline. Some final visual assets used in the game presentation, Steam store page, library assets, community assets, icons, and marketing images were created or refined with AI-assisted image generation, then reviewed, edited, cropped, and integrated by the developer. The game does not use live generative AI during gameplay. Player input is not sent to an AI service, and the game does not generate new AI-created text, images, audio, or other player-facing content at runtime.
AI tools are used for translation
The texts were translated using artificial intelligence.
Used minimal AI to assist in the creation.
The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author.
Some music tracks in IconicQuest are generated using AI based on the developer's creative direction and prompts, then curated and edited for in-game use. Some sound effects are generated using AI. Promotional artwork on the Steam store page (capsule images) was generated with AI image tools as a creative starting point, then edited, composited with hand-crafted typography, and color-corrected by the developer in post-production. All in-game artwork, character sprites, tiles, environments, UI elements, and animations, is created entirely by the developer in Aseprite or sourced from art professionals. No AI is used for in-game pixel art. All in-game text content (quest dialogue, item names, NPC scripts, lore, and tutorials) is written by the developer and AI. No live AI generation occurs during gameplay. All AI-assisted content is finalized and shipped as static assets.
This game uses generative AI for the following elements during development: Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works.
Some game assets were partially created using AI.
Generative AI was used for the creation of parts of the soundtrack. No AI-generated visuals or gamplay assets are used.
GeneWorld uses generative AI for dynamic NPC interactions and adaptive dialogue systems. NPC responses, quest interactions, trading behavior, and temporary buffs may be generated in real time based on player conversations. All AI-generated content is moderated and restricted from generating inappropriate or harmful content.
Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer.
This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets. All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources.
Part of the assets on my store page are optimized with AI assistance.
Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer.
This game uses generative AI to improve both the development process and gameplay features. During development, AI tools were utilized to generate certain text, visual, and audio assets. All AI-generated content is reviewed and controlled to ensure it aligns with the game's design and provides a safe experience for players.
音樂使用Suno生成,程式碼AI配合生成
The English translation of this game was completed with AI assistance.
Our team's Generative AI policy is that we cannot use it at all for Assets, Sounds, and Arts. The only thing we have allowed ourselves to use Gen AI for is coding, although we have agreed we won't use Gen AI the first time we attempt to solve a problem. We only use Gen AI after having already attempted to fix a problem through YouTube videos, asking peers, etc.
Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Realm of Balls Dev only | Realm of Balls was developed with the help of generative AI tools during production, but the game does not include live AI-generated content for players. | Shuihan Coding | - | Jun 3, 2026 | |
黒猫の占星便 Melodiac:Astral Cat Express In-game content audio | This game utilizes AI tools in parts of the music arrangement and sound production process. AI is used for sampling, sound design, and music production assistance, while the final adjustments, editing, and implementation are handled by the developers themselves. | ZodiActory | - | Jun 3, 2026 | |
Eldara In-game content art | The development of Eldara incorporated AI-generated content. Specifically, AI image generation tools were used to create certain in-game visual assets, including monster portraits, pet illustrations, item icons, and character artwork.
All AI-generated assets were manually reviewed, curated, and integrated by the developer before inclusion in the final product. No real-world copyrighted artwork was intentionally used as input to the AI generation process.
No AI is used live during gameplay — all assets are pre-generated and shipped with the game. There is no live AI generation, AI dialogue, or AI-driven content while playing. | Eldara Games | 212 | Jun 3, 2026 | |
Band of Heroes In-game content art | Art mainly generated by AI, then manually refined | Mateo Moretti | - | Jun 3, 2026 | |
Pun Chan Pop Unclear | Background post-production: color correction and shading, and some additional background objects. | Konkate Games | - | Jun 3, 2026 | |
Auredis: Vaelen's Requiem Store/marketing | We used AI for the game store page. And AI tools for the game development. | AGE Zero | - | Jun 3, 2026 | |
The Legacy of Shadow's Bane TCG Store/marketing art | There are currently images that are AI generated. We are currently working on getting artwork done by artists to replace it. | Omni-Games and Collectibles LLC | - | Jun 3, 2026 | |
Juggling Cup In-game content text | All text content was originally written in pt‑BR (Brazilian Portuguese) and localized into other languages with the assistance of AI tools. This localization extends beyond the game itself.
All creative assets were created by humans, such as audio, visual, and other content developed by our team or licensed from third parties. | Lebab | - | Jun 3, 2026 | |
不问凡尘 In-game content art | AI technology is adopted in the game to generate videos, scenes and other in-game elements. | Nuverse | - | Jun 3, 2026 | |
Blux Unclear | AI as part of modern development workflows | fat old bastards | - | Jun 3, 2026 | |
Dragonlance: Veil of the Last Sanctum Store/marketing art | some images of the store and loadscreens. | WKM-STUDIO | - | Jun 3, 2026 | |
Brutalball Manager 2 In-game content art | AI was used for shading of models. Some hair and facial hair variations were altered with AI. Some of the UI panels and icons were generated with AI. | Stout Kassel Games | - | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
War of Blobs Dev only | Some AI-assistance was used during the development of this game. | Modest Catastrophe Games | - | Jun 3, 2026 | |
Runebound Legends In-game content textart | Translations and text content are AI-generated. Some of the UI and game backgrounds are AI generated with manual post-processing. Some of the VFX for the animations are AI generated with post-processing. | Zanardo Forge Studios | - | Jun 3, 2026 | |
World Tree Defender - Seedling of Yggdrasil Unclear | Placeholder Graphics, Code | ISC-Avalanche | - | Jun 3, 2026 | |
Bear Murderer Live AI text | This game is a detective adventure in which the player investigates a murder in a small town.
An AI language model generates real-time dialogue when interacting with townspeople or interrogating suspects.
The AI creates dynamic and context-appropriate conversations based on each character’s personality and the situation.
All generated content is restricted to the game’s internal narrative and is filtered to prevent the inclusion of copyrighted material or inappropriate content. | Joie | - | Jun 3, 2026 | |
Monster Tactic In-game content textart | Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology. | KBZ Studio | - | Jun 3, 2026 | |
Astracolypse In-game content audioart | Some voice overs or 2d artwork has been generated with the assistance of AI. | Astracolyptic | - | Jun 3, 2026 | |
Skybound Store/marketing art | Images displayed in the Steam library uses AI generated images. | Astralium Games | - | Jun 3, 2026 | |
Bravest! Store/marketing art | We are using AI to create flip phone-style frames. | nazenaninadesico | - | Jun 3, 2026 | |
Tower & Invasion Dev only code | Generative AI tools were used during development to assist with portions of the game's programming workflow, including prototyping, debugging, and code iteration. All code is reviewed, modified, integrated, and validated by the developer. | KingDara Studio | - | May 23, 2026 | |
Words are Hard In-game content artaudiotext | I'm a solo developer. Without AI tools, this game would not exist — the art, music, and copy would have been unaffordable to commission and impossible for me to produce alone. AI let me focus on what I actually built by hand: the game design, the mechanics, the 181 tomes, the scoring engine, the balance, the words.
What's AI-generated:
• Visual art (backgrounds, character portraits, tome/scroll/blessing illustrations, store page art) — generated with AI image tools, curated and selected by me
• Music — generated with AI audio tools, curated and selected by me
• Some flavor text and descriptive copy — drafted with AI assistance, edited by me
What's not AI:
• The game itself — every system, mechanic, balance number, character design, and core decision is mine
• The dictionary, the tile distributions, the scoring math, the run structure, the boss fights — hand-built
• The code — written by me with the help of AI assistants the same way any modern developer uses them
No AI runs at runtime. Nothing is generated for you on the fly during play. Everything you see was reviewed before it shipped. | AcornHunter Games | - | May 23, 2026 | |
Horse Spirit Valley In-game content art | Some Steam store marketing icons or images were created or assisted with generative AI | Antique Box Studio | - | May 23, 2026 | |
NEUROSLOP In-game content art | The game to contain art assets generated by artificial intelligence | NeuroSlop Studio | 13 | May 23, 2026 | |
Kingdom of Ashes - Fallen Era In-game content art | Kingdom of Ashes uses generative AI for select visual assets:
• Character portraits, enemy sprites, card illustrations, and background art were generated using Microsoft Copilot and then curated, composited, and refined by the developer for use in the game.
All gameplay code, mechanics, narrative text, and game design were created by the developer. No AI content is generated live during gameplay, and the game does not connect to any third-party AI service at runtime — all AI-generated visuals were finalized during development and ship as static assets. | ArcadeDeck | - | May 23, 2026 | |
The York Realms Store/marketing art | Some Images such as the Game Splashscreen artwork is AI Generated. | Yorky | - | May 23, 2026 | |
BrightGlade Tales In-game content artaudio | Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music. | Massive Mustache | - | May 23, 2026 | |
Jack Bonecroft 4 In-game content text | Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company | Galactic Tenebris Company | - | May 23, 2026 | |
Last Ember In-game content artaudio | We're a small indie team, and we used generative AI to help make some of the art in Last Ember — card illustrations, backgrounds, character portraits, and a few short animations. We also used it on a handful of sound effects. Everything you see and hear in the game was picked, edited, and signed off by us. The game itself doesn't run any AI while you play — what ships is what you get. | Last Ember | - | May 23, 2026 | |
天门问剑 In-game content art | Tianmen Wenjian uses generative AI tools as part of its pre-generated production pipeline. Some final visual assets used in the game presentation, Steam store page, library assets, community assets, icons, and marketing images were created or refined with AI-assisted image generation, then reviewed, edited, cropped, and integrated by the developer.
The game does not use live generative AI during gameplay. Player input is not sent to an AI service, and the game does not generate new AI-created text, images, audio, or other player-facing content at runtime. | FunPlaceGame | 18 | May 23, 2026 | |
Elsewhere In-game content text | AI tools are used for translation | Team Belladona | - | May 23, 2026 | |
Elven Huntress: Sunveil In-game content text | The texts were translated using artificial intelligence. | Sunveil | - | May 23, 2026 | |
乒乓行 Unclear | Used minimal AI to assist in the creation. | RoeBox | - | May 23, 2026 | |
Sacrificium Dev only art | The game's initial photos were taken from free resources and stock photos. AI was used to accelerate image processing to match the game's style, as envisioned by the author. | Agard Games | - | May 23, 2026 | |
IconicQuest In-game content audiotextart | Some music tracks in IconicQuest are generated using AI based on the developer's creative direction and prompts, then curated and edited for in-game use. Some sound effects are generated using AI.
Promotional artwork on the Steam store page (capsule images) was generated with AI image tools as a creative starting point, then edited, composited with hand-crafted typography, and color-corrected by the developer in post-production.
All in-game artwork, character sprites, tiles, environments, UI
elements, and animations, is created entirely by the developer in Aseprite or sourced from art professionals. No AI is used for in-game pixel art.
All in-game text content (quest dialogue, item names, NPC scripts, lore, and tutorials) is written by the developer and AI.
No live AI generation occurs during gameplay. All AI-assisted content is finalized and shipped as static assets. | Swerk | - | May 23, 2026 | |
Rally the Parties In-game content arttext | This game uses generative AI for the following elements during development:
Visual assets (character, tile, and effect images, title screen artwork, and Steam store assets): Nano Banana Pro (Google Gemini 3 Pro Image) and Qwen Image Edit
Map structure and in-game text in general (proper nouns, messages, etc.): Anthropic Claude
All generated assets are reviewed by the developer before use, with care taken to avoid intentional reproduction or imitation of third-party copyrighted works. | TK Works | - | May 23, 2026 | |
Pathogen In-game content artaudiocodetext | Some game assets were partially created using AI. | DreamDart | - | May 23, 2026 | |
Faybound In-game content audio | Generative AI was used for the creation of parts of the soundtrack.
No AI-generated visuals or gamplay assets are used. | GTGames | - | May 23, 2026 | |
GeneWorld Live AI text | GeneWorld uses generative AI for dynamic NPC interactions and adaptive dialogue systems. NPC responses, quest interactions, trading behavior, and temporary buffs may be generated in real time based on player conversations. All AI-generated content is moderated and restricted from generating inappropriate or harmful content. | GeneWorld Studios | - | May 23, 2026 | |
Escria In-game content art | Some images in the game are generated by ai. I am aiming to replace these images with hand-drawn images once the game makes enough money to afford artist drawings. Contact me if you volunteer. | Jason D. | - | May 23, 2026 | |
Ruin Blade In-game content artcode | This game includes some content created with the assistance of generative AI tools, including limited portions of code and certain visual assets.
All AI‑assisted content has been strictly reviewed, edited, and integrated by the developer to ensure quality, consistency and used only as supportive resources. | qwellk | - | May 23, 2026 | |
再战大极品+255 Store/marketing art | Part of the assets on my store page are optimized with AI assistance. | 再战大极品+255 | 77 | May 23, 2026 | |
The Trials of the Forsaken Knight In-game content artaudiocode | Generative artificial intelligence tools were used to assist with creating and iterating on some audio, visual, and code assets. All AI-assisted content was manually reviewed, edited, and integrated by the developer. | Clown Logic Games | - | May 23, 2026 | |
MushHero In-game content textartaudio | This game uses generative AI to improve both the development process and gameplay features. During development, AI tools were utilized to generate certain text, visual, and audio assets.
All AI-generated content is reviewed and controlled to ensure it aligns with the game's design and provides a safe experience for players. | Lv.B | - | May 23, 2026 | |
喀嚓 Kacha In-game content audiocode | 音樂使用Suno生成,程式碼AI配合生成 | 喀嚓製作組 | - | May 23, 2026 | |
白书传说 In-game content text | The English translation of this game was completed with AI assistance. | Hairtails | 32 | May 23, 2026 | |
MageTender Dev only code | Our team's Generative AI policy is that we cannot use it at all for Assets, Sounds, and Arts. The only thing we have allowed ourselves to use Gen AI for is coding, although we have agreed we won't use Gen AI the first time we attempt to solve a problem. We only use Gen AI after having already attempted to fix a problem through YouTube videos, asking peers, etc. | Team TAAAZED | - | May 23, 2026 | |
Synergrid In-game content textart | Some game and store page text or visual assets were created or refined with generative AI during development. This content is pre-generated and included in the shipped game or store materials. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay. | Synergrid Studio | - | May 23, 2026 | |
Robot&Gun&Magic In-game content artaudio | During the development process, I used generative AI tools to assist in creating certain art assets and sound effects. All AI-generated content has been reviewed and refined to ensure quality and consistency. The final product reflects my creative vision , and no illegal or infringing content is included. | PX Games | - | May 23, 2026 |