I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages.
- Creator
- TIDERAFT
- Reviews
- -
- Added
- Sep 28, 2026
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I’m developing NARON as a solo project. I use AI tools to translate the in-game text into additional languages.
Some store artwork for this game was created using generative AI tools.
Some visual assets were created using generative AI during development.
Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game.
AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language.
backgrounds and logo created by AI.
Parts of this game's content were produced with generative AI tools. No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release.
Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation.
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists.
Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay.
Generativer Inhalt: Bild, Props
AI-Assisted Language Translation
Generated Images and 3D Models
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay.
Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code.
Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects.
AI-Generated Content Disclosure This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality. All core gameplay, design, player character, dragon character, and player interactions are handcrafted.
Generative AI was used for some game banners, localization, and a small number of in-game icons.
Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
Generative AI was used during development to create visual and 3D assets, background music, sound effects, and localized text, including store and marketing materials. The game does not generate AI content during gameplay or connect to external AI services.
AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used.
We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans: Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led. 3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us. Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game. Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made.
No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images.
Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text).
We use Claude Code, Fable, for coding procedurally generated assets for this game.
During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers.
Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators.
This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players.
Some icons and also a few images for interfaces.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
Used only to generate some images.
AI has been used to help develop the game's cover art.
Generative AI was used as a supporting tool for the creation and refinement of text content and graphical assets used in the game and/or on the Steam store page.
Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page.
AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors.
AI assisted coding is used to create the game. The game contains no AI generated art or assets. The game may contain optional AI generated voiceover.
Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon.
AI-generated art object
Some assets
Some Images Some Sounds MUSIK ICON
The game used generative AI in the models and UI design
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
GemCremental Dev only code | Generative AI was only utilized to assist with programming and coding during development. No AI-generated assets, such as images, graphics, or audio, were used in this game. | BinkyGames | - | Sep 27, 2026 | |
101 Circuits In-game content audiocode | AI models have been used to validate, optimize, rank and test the puzzles and the simulation engine. Soundtrack is procedurally generated music using the same engine that simulates the electronics, powered by the C~ language. | Chilling Moose Games | - | Sep 27, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
Wars of Empire In-game content | Parts of this game's content were produced with generative AI tools.
No content is generated at runtime. Every asset shipped with the game was produced, reviewed and approved prior to release. | A.Gökhan SATMAN | - | Sep 27, 2026 | |
Necrolord In-game content art | Generative AI was used as a supporting tool for selected elements of the artwork. Most elements were extensively modified and adapted through substantial hands-on work, including repainting, rigging, and animation. | Daniel Nasseh | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 | |
The Rotting Corridor In-game content art | Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists. | NimbusCode Studio | - | Sep 27, 2026 | |
Steel & Fortune In-game content artaudiotext | Generative AI was used to create some content, including certain images, music, text and translations, as well as some store and promotional materials. AI-assisted content was created in advance; the game does not generate AI content or connect to external AI services during gameplay. | jaemsgames | - | Sep 27, 2026 | |
phpFarm In-game content art | Generativer Inhalt: Bild, Props | Rhou | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Minus Zero Live AI textart | Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service. | Black Thorn Labs LLC | - | Sep 25, 2026 | |
Fishball Defence In-game content arttext | Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services. | BitForest | - | Sep 25, 2026 | |
A Life Ashore In-game content artaudiotext | Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text. | daggg3r | - | Sep 25, 2026 | |
电网大亨 Store/marketing art | Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay. | ITCG | - | Sep 25, 2026 | |
Never Ending Trail In-game content arttext | The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay. | Leonard | - | Sep 25, 2026 | |
Goliath Rogue In-game content artaudiotextcode | Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code. | Goliath Studios | - | Sep 25, 2026 | |
Companion Baduk In-game content arttextaudio | Generative AI has been used in the development of Companion Baduk for occasional placeholder graphics, elements of companion character backstories, the promotional trailer, and some sound effects. | Companion Baduk | - | Sep 25, 2026 | |
Scaley Kitchen In-game content art | AI-Generated Content Disclosure
This game includes a small number of visual assets, such as certain images and food ingredient models, that were created with the assistance of generative AI. These assets have been carefully curated and refined by the development team to align with the game’s style and quality.
All core gameplay, design, player character, dragon character, and player interactions are handcrafted. | Scale Back Studios | - | Sep 25, 2026 | |
Mine It All! In-game content arttext | Generative AI was used for some game banners, localization, and a small number of in-game icons. | Golden Pick Games | - | Sep 25, 2026 | |
Starward Era In-game content arttext | Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game. | QianMo Studio | - | Sep 24, 2026 | |
Shadow Realms RPG In-game content arttext | Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay. | Shadow Realms Games | - | Sep 24, 2026 | |
Goblin Colony In-game content artaudiotext | Generative AI was used during development to create visual and 3D assets, background music, sound effects, and localized text, including store and marketing materials. The game does not generate AI content during gameplay or connect to external AI services. | Quench Forge | - | Sep 24, 2026 | |
Gods Against the Invasion In-game content artcode | AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used. | Greenbean | - | Sep 24, 2026 | |
Eclipsis Online In-game content artaudiocode | We use AI as a production tool in areas of development, with all creative direction, concepts, and final assembly done by humans:
Code assistance: AI tools help us write and debug GDScript/shader code for our Godot 4.5 engine. All architecture, game design decisions, and systems design are human-led.
3D models and art assets: Some 3D models and textures are AI-generated or AI-assisted, then manually cleaned up, retopologized, and integrated by hand. Final visual style and direction are decided by us.
Audio: Some sound effects and audio elements are AI-generated, then curated, edited, and mixed to fit the game.
Everything else — the game concept, world design, story, gameplay systems, and the process of bringing all elements together into the final game — is entirely human-made. | Eclipsis | - | Sep 24, 2026 | |
Dwarf Forge Store/marketing art | No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images. | Astral Drifter Games | - | Sep 24, 2026 | |
Chechelevo Mainland In-game content arttext | Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text). | 1_Xaker | - | Sep 24, 2026 | |
Softfall Dev only codeart | We use Claude Code, Fable, for coding procedurally generated assets for this game. | Softfall | - | Sep 24, 2026 | |
Archemyst: Alchemy Shop In-game content art | During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play. | Maple Leaf | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
Hearth & Harvest In-game content text | Generative AI was used to assist in writing and translating the text descriptions for this store page. All in-game assets and code were created by human developers. | AD1 Studios | - | Sep 24, 2026 | |
Fort Burton In-game content text | Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators. | Ledx | - | Sep 24, 2026 | |
Auryalis In-game content artaudio | This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players. | RUFS GAMES | - | Sep 24, 2026 | |
KILLWORLD In-game content art | Some icons and also a few images for interfaces. | Hunt Studio | - | Sep 23, 2026 | |
Hit the Anvil In-game content art | Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services. | 7degree3 | - | Sep 22, 2026 | |
A Needle In A Haystack: Sorting Game Unclear art | Used only to generate some images. | Thinflow Games | - | Sep 22, 2026 | |
Farmer Life Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Shift Happens: Together Unclear textart | Generative AI was used as a supporting tool for the creation and refinement of text content and graphical assets used in the game and/or on the Steam store page. | Estudio20 | - | Sep 22, 2026 | |
My Summer Project Together Unclear textart | Generative AI was used to assist with content creation, including text and graphical materials used in the game and/or on the store page. | Outsource Console Games | - | Sep 22, 2026 | |
Olympus 2249 In-game content arttextaudio | AI tools were used only to check visual concepts, translate text into some languages, and create music placeholders. All such materials are currently significantly reworked by humans. By release, we plan to replace the music placeholders with original compositions and have the translations reviewed by human editors. | Dieselship Studio | - | Sep 22, 2026 | |
Regent In-game content codeaudio | AI assisted coding is used to create the game.
The game contains no AI generated art or assets.
The game may contain optional AI generated voiceover. | SourGhost | - | Sep 22, 2026 | |
Framework Zero: Terminal Panic In-game content art | Generative AI was used to assist in creating marketing graphics including the store capsule art, the game title logo, and the application icon. | Big Dumb Fun Games | - | Sep 22, 2026 | |
Survival Float Simulator - Crocodile Waters Craft, Raft, Build In-game content art | AI-generated art object | SimulatorMaker Studio | - | Sep 22, 2026 | |
A Game About Cleaning a River Unclear | Some assets | APP1 | - | Sep 21, 2026 | |
Diamonds & Destruction Unclear artaudio | Some Images
Some Sounds
MUSIK
ICON | SIENTURE | - | Sep 21, 2026 | |
Mimic2 - Idle MMORPG In-game content art | The game used generative AI in the models and UI design | Mimic2 | - | Sep 21, 2026 |