Guild of Souls features artwork developed with generative AI.
- Creator
- Recoil Mojo
- Reviews
- -
- Added
- Oct 1, 2026
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Guild of Souls features artwork developed with generative AI.
Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay.
Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
This game uses generative artificial intelligence (AI) to assist with localization. AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds. Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game. Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :( No other player-facing content uses generative AI, and the game does not generate any content with AI while you play.
We generated some illustrations.
本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。 Generative AI Disclosure: During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime.
AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime.
Some of the visual elements were created using AI
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay. Its creative direction and artistic content are rooted in human creativity and craftsmanship.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
AI was used to make some scripts and some voice lines
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it. No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026. The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work.
Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored.
Translations to all languages except English and Spanish were generated by AI.
We use generative AI for coding and translation.
Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art. Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
AI was used for some translations and music.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT.
Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay. Some character voice recordings are also created using generative AI.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping. No content is generated by AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics.
Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay.
I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages.
AI tools were used in the development of this project
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons. In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team.
Artificial intelligence support has been utilized for technical and visual assets.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
During development we used generative AI tools to create some of the game's 2D artwork and a portion of its 3D models, as well as some store page marketing artwork. All AI-assisted assets were reviewed, edited, and finalized by our team. The game does not generate AI content at runtime.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Stone Age Games In-game content artaudio | Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay. | chi yin so | - | Oct 1, 2026 | |
Friendship Boat In-game content arttext | Pre-generated AI-assisted art and text are used. Tencent Hunyuan 3D helped create initial models and textures; OpenAI image tools helped create UI art and reference images. Assets were edited and optimized for the game. Some fixed UI text, incident captions and translations were drafted with AI assistance. No AI content is generated during gameplay. | Kibernet | - | Oct 1, 2026 | |
Tenshu: The Keep Must Hold In-game content artaudiocodetext | Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play. | 亞瑟先生 Mister Arthur Games | - | Oct 1, 2026 | |
THE NUGGET In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Oct 1, 2026 | |
Bannerborn In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Oct 1, 2026 | |
Cowboy Cats In-game content text | This game uses generative artificial intelligence (AI) to assist with localization.
AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game. | Cat Nails Studio | - | Oct 1, 2026 | |
Night at the Fun Park In-game content arttext | AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay. | Sitting Teddy | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
Golfever In-game content art | Some of the pixel art in this game started from initial references (the first version you can find in newgrounds, was not pixel art) or silhouettes created with generative AI tools. This only is done to: Islands + main menu frog and clouds.
Those references were then redrawn and refined by hand, pixel by pixel, into the final art you see in the game.
Everything else is handcrafted, including the tiles & obstacles, which were painful to make them connect :(
No other player-facing content uses generative AI, and the game does not generate any content with AI while you play. | xaxi235 | - | Oct 1, 2026 | |
Don't Press It Unclear art | We generated some illustrations. | Red Devil Studios | - | Oct 1, 2026 | |
Starfall Defense Store/marketing art | 本项目在研发阶段使用生成式人工智能工具辅助生成了部分 2D 美术概念立绘与宣传图形资产,所有生成内容均经过人工审核、精修与合规审查,不包含任何侵权、成人或违法敏感内容。游戏在运行过程中不会实时调用生成式 AI。
Generative AI Disclosure:
During the development phase, generative artificial intelligence tools were used to assist in creating certain 2D concept art and promotional graphical assets. All generated content has been manually reviewed, polished, and vetted for compliance, containing no infringing, adult, or illegal sensitive content. The game does not call generative AI services during runtime. | Astrix Game Studio | - | Sep 30, 2026 | |
Puddle Makers In-game content art | AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game. | Yominoid | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
Oortbound In-game content text | AI tools were used to help draft and edit some English text: store page copy and some in-game UI strings such as hints, item descriptions and dialogs. All text was reviewed and edited by the developer. All art, models, audio and music are human-made or licensed assets. The game does not generate any content with AI at runtime. | Viking Mango | - | Sep 30, 2026 | |
Sort & Slam Unclear art | Some of the visual elements were created using AI | ValiantLight | - | Sep 30, 2026 | |
Scentkeeper: Tidy Up the Perfume Archive! In-game content text | AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship. | Emberline Games | - | Sep 30, 2026 | |
中华料理大王 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
Waters Store/marketing art | Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime. | Mad Wizards | - | Sep 30, 2026 | |
Odyssey Wars In-game content audiotext | The campaign's spoken dialogue is AI-generated speech. Over 650 lines were produced with ElevenLabs under a paid plan that licenses commercial use of the output. I wrote every line of that dialogue myself - the writing is mine, the performance is synthetic. I would prefer human voice actors and intend to replace these recordings when the project can afford it.
No AI-generated art ships in the game. Every ship, station and environment mesh is either licensed art or made by me. A set of AI-generated 3D models was removed from the project in July 2026.
The combat and zone music tracks are AI-generated songs I made with Suno on a paid plan that grants commercial-use rights to the output. The remaining music and all sound effects are licensed audio packs and my own work. | Doidge Interactive | - | Sep 30, 2026 | |
PAIMT ARENA In-game content art | Some of PAIMT ARENA's 3D weapon models started as AI-generated meshes (Tripo) that were then hand-edited, retopologized, textured and rigged by the team. Some store and library artwork was produced with AI image tools and then edited by hand. No content is generated during play; gameplay, code, level design and UI are human-authored. | noclue | - | Sep 30, 2026 | |
Golden Trivia Show In-game content text | Translations to all languages except English and Spanish were generated by AI. | Majorariatto | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 2026 | |
rogOut In-game content arttext | Portraits of characters and creatures are generated using Stable Diffusion. They appear in-game and in store page materials. I plan to replace all generated portraits with hand-drawn art.
Some in-game labels and text descriptions are placeholders generated by an LLM. I am gradually rewriting them by hand. | Stasoun | - | Sep 30, 2026 | |
小小行者 In-game content artaudiotextcode | This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service. | TPAI Entertainment | - | Sep 29, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
Handymen Together In-game content textaudio | AI was used for some translations and music. | Simplicity Games | - | Sep 29, 2026 | |
BABEL: Invent a Way Store/marketing textcode | Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content. | NthAxs | - | Sep 28, 2026 | |
PanzerCity In-game content artaudio | This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT. | Columbidae Games | - | Sep 28, 2026 | |
Salvage Frontier In-game content artaudio | Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
Some character voice recordings are also created using generative AI. | bambideath Studios | - | Sep 28, 2026 | |
Quiz Bang! In-game content artaudiotext | Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services. | Joyolt Studio | - | Sep 28, 2026 | |
Ground Ops: Turnaround In-game content audio | Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored. | Ailora Limited | - | Sep 28, 2026 | |
Chair Chase In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Sep 28, 2026 | |
Pedal Pedal Pedal Store/marketing arttext | Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay. | Downward Dog Games | - | Sep 28, 2026 | |
Don't Let Him Cook In-game content artaudiotext | Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play. | @games | - | Sep 28, 2026 | |
Real Zombie Survivors In-game content arttext | We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics. | GAMIKE | - | Sep 28, 2026 | |
Battle Quads Store/marketing art | Some promotional artwork and visual assets were created with the assistance of generative AI and have been reviewed, refined, and integrated by the developer. No generative AI is used during gameplay. | Millenary Games | - | Sep 28, 2026 | |
NARON In-game content text | I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages. | TIDERAFT | - | Sep 28, 2026 | |
tiny desktop pals Unclear | AI tools were used in the development of this project | Penyo | 15 | Sep 28, 2026 | |
Suspencil Live AI audioarttext | This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay. | KUROKIRI GAMES | - | Sep 27, 2026 | |
Armed Monsters In-game content artaudio | Generative AI was used during development to assist in creating and modifying some visual assets, including characters, monsters, environments, items, and promotional images for the store page. Some in-game music was also created using generative AI. These materials were selected and integrated into the game and promotional content by the development team. | 蛋生遊戲 | - | Sep 27, 2026 | |
Kamira In-game content art | Artificial intelligence support has been utilized for technical and visual assets. | Daymark Studio | - | Sep 27, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | Sep 26, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Ghost Hunter In-game content art | During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime. | Tricky Spirit | - | Sep 26, 2026 | |
Entity Unknown In-game content arttextcode | Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay. | Blackbox Interactive | - | Sep 25, 2026 | |
Coldstar In-game content arttext | Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay. | Coldstar Games | - | Sep 25, 2026 |