Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
- Creator
- Ichipinisu Studio
- Reviews
- -
- Added
- Sep 24, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay.
AI has solely been used for the posters scattered throughout the store.
AI tools were used to help translate the game's text into other languages.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
Some minor store assets might be put through AI, but no game content is AI Generated.
Features generated texturework.
Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay.
Generative AI was used only in the preparation of selected promotional images for the game’s Steam page. It assisted with creating and refining background artwork in the game’s visual style. The developer reviewed the results, adapted them to the required dimensions, and added the official SkillHouse logo. The game does not generate any content using AI during gameplay.
Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay
This game uses generative artificial intelligence to create certain UI elements or images.
AI-generated art object
For text translations and the creation of individual graphics used for marketing and promotional purposes.
Some assets
We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
Playtest fighter, promotion, and title imagery created utilizing generative AI. Later builds of the game will replace these assets with artist-created versions. Generative AI utilizes for troubleshooting when developing.
We want to be transparent about our use of AI. AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources. We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process.
Some images were created or modified using Gen AI.
Some images are AI generated
AI tools assist with programming, translation, and creating selected visual assets and marketing materials. All AI-assisted content is reviewed and edited by the developer before inclusion.
Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets.
Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored.
Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay.
Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team.
Cosmo Arena uses generative AI tools during development to assist with the creation and refinement of certain visual assets, concept art, UI elements, textures, and other game content. All AI-assisted content is reviewed, edited, and integrated by the developer. Generative AI is not used to create content dynamically during gameplay.
In this project, we are using generative AI to brainstorm ideas for character designs and to localize text.
AI tools were used to assist with localization
All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
AI is used in early visual concept explorations for certain environments. Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care.
Some: posters, product photos on packaging, and songs were created or modified using AI.
Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play.
Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand. Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans. AI tools were also used to assist with language localization.
DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription.
I use AI coding assistant to polish and debug the code.
Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay.
Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer.
Some 2d textures
Generative AI tools were used during development to assist with programming, debugging, drafting and editing written content, and creating or developing some marketing and store-page artwork. All AI-assisted material is reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay or connect to external AI services while running.
Some promotional concept artwork was generated by AI, no AI is used in-game.
The game cover
Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service.
This game utilises AI for generating marketing materials and in-game paintings.
For now, AI/computer-generated audio is utilized for the limited express automated announcements
本游戏在开发过程中使用生成式人工智能辅助制作部分静态背景、角色与场景插画、商店宣传素材,并辅助部分游戏文本的初稿与润色。所有相关内容均经过开发者人工筛选、修改、整合和最终审核,并以固定内容提供。游戏运行期间不会连接生成式人工智能服务,也不会根据玩家输入实时生成任何内容。
coding was partly done by claude and it created some small assets (like weapon sound).
Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets. All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Wokest In-game content artaudio | Generative AI was used during development to create some images, in-game assets, and voices. This includes artwork used on the Steam store page and in promotional materials. | Ichipinisu Studio | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
Chill Boats: Open Waters In-game content audio | Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available. | Omble Studio | - | Sep 24, 2026 | |
Ultimate Pet Shop Simulator In-game content artaudio | Generative AI was used to create a limited number of pre-generated assets, including labels and artwork for some small in-game props, such as fish food products, as well as some customer voice lines, such as “Thank you” and “Have a nice day.” No AI-generated content is created during gameplay. | Onivo Games | - | Sep 24, 2026 | |
A Regular Store Store/marketing art | AI has solely been used for the posters scattered throughout the store. | FeatherStudio | 21 | Sep 23, 2026 | |
Shady Shop In-game content text | AI tools were used to help translate the game's text into other languages. | Wobbly Shelf Games | - | Sep 22, 2026 | |
Tidy Till Dawn In-game content artaudio | This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime. | KK WORKS | - | Sep 22, 2026 | |
Gang Crime Simulator Store/marketing art | Some minor store assets might be put through AI, but no game content is AI Generated. | Anshar Studios | - | Sep 22, 2026 | |
Shelf Stacker: Toy Store In-game content art | Features generated texturework. | QB Interactive | - | Sep 22, 2026 | |
蒼海 -AOMI- In-game content art | Generative AI was used as a design assistant for the title logo. The generated layout was reviewed, edited, and incorporated by the developer. No content is generated during gameplay. | OZ | - | Sep 22, 2026 | |
SkillHouse: Founder’s Journey Store/marketing art | Generative AI was used only in the preparation of selected promotional images for the game’s Steam page. It assisted with creating and refining background artwork in the game’s visual style. The developer reviewed the results, adapted them to the required dimensions, and added the official SkillHouse logo. The game does not generate any content using AI during gameplay. | JacOb | - | Sep 22, 2026 | |
Modern Crisis In-game content art | Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay | ZAIT TEAM | - | Sep 22, 2026 | |
False Horizons In-game content art | This game uses generative artificial intelligence to create certain UI elements or images. | Stag Studios | - | Sep 22, 2026 | |
Survival Float Simulator - Crocodile Waters Craft, Raft, Build In-game content art | AI-generated art object | SimulatorMaker Studio | - | Sep 22, 2026 | |
Holy Shroom! Store/marketing arttext | For text translations and the creation of individual graphics used for marketing and promotional purposes. | GameWood | - | Sep 21, 2026 | |
A Game About Cleaning a River Unclear | Some assets | APP1 | - | Sep 21, 2026 | |
Tidy Up the Flower Shop In-game content artaudiotext | We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Sep 19, 2026 | |
Fight Manager Store/marketing art | Playtest fighter, promotion, and title imagery created utilizing generative AI. Later builds of the game will replace these assets with artist-created versions.
Generative AI utilizes for troubleshooting when developing. | Panagaris Studios | - | Sep 19, 2026 | |
Game Keeper: Somebody Messed Up My Shop! In-game content artaudio | We want to be transparent about our use of AI.
AI was used only as a supporting tool for selected textures and sounds. Due to our limited budget, it helped us create visual assets that would otherwise have been difficult to produce within our resources.
We deeply respect the work of real artists. The game’s concept, creative direction, design, and programming were created entirely by humans. AI was used only as a supplementary tool in a limited part of the audio/visual production process. | VeinStudios | - | Sep 19, 2026 | |
unknown.exe Unclear art | Some images were created or modified using Gen AI. | STUDIO KOENJI | - | Sep 19, 2026 | |
Dairy Empire: Production Simulator Unclear art | Some images are AI generated | ZD Yazilim | - | Sep 19, 2026 | |
Milling Machine Simulator 2: Machine Shop Store/marketing arttextcode | AI tools assist with programming, translation, and creating selected visual assets and marketing materials. All AI-assisted content is reviewed and edited by the developer before inclusion. | UI-NEXT | - | Sep 19, 2026 | |
Astro Inc Dev only | Astro Inc currently uses some AI-assisted assets during development. As we get more support, we plan to replace more of these with human-authored assets. | Osei Interactive | - | Sep 18, 2026 | |
Hazard Ready In-game content artaudio | Some content was pre-generated with AI tools during development and reviewed by the developer before shipping: the store key art and capsule images, a number of surface textures used as decorative materials in the environments, and the narration, which is synthesized offline from the developer's original script with the Piper text-to-speech engine (a public-domain-derived voice). No content is generated by AI during gameplay, and the game does not connect to any external AI service. World layouts, equipment, mission logic, writing and code are project-authored. | Austin Peterson | - | Sep 18, 2026 | |
Community Kitchen Simulator (DayShift) Store/marketing artcode | Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay. | Alexandru Bogdan Andrei | - | Sep 18, 2026 | |
GARAKEI | ガラケー general | Our team uses AI tools to assist development of some in-game content. The final product reflects the creativity and expression of our own development team. | SATEKI GAMES | - | Sep 18, 2026 | |
Cosmo Arena In-game content art | Cosmo Arena uses generative AI tools during development to assist with the creation and refinement of certain visual assets, concept art, UI elements, textures, and other game content. All AI-assisted content is reviewed, edited, and integrated by the developer. Generative AI is not used to create content dynamically during gameplay. | Cosmo Games | - | Sep 18, 2026 | |
贋作・掟の門(習作) Dev only text | In this project, we are using generative AI to brainstorm ideas for character designs and to localize text. | ILCA, Inc. | - | Sep 18, 2026 | |
Before Six In-game content text | AI tools were used to assist with localization | Tou Games | - | Sep 18, 2026 | |
Save Game: Tidy Videogame Supermarket In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | ODIUS | - | Sep 18, 2026 | |
Whisper in the Halls In-game content art | AI is used in early visual concept explorations for certain environments.
Every aspect of the game at runtime including the story, visuals, environments, dialogues and music is all handcrafted with utmost human care. | FreakGang Interactive | - | Sep 18, 2026 | |
Sticks and Stones Store/marketing artaudio | Some: posters, product photos on packaging, and songs were created or modified using AI. | DiveDev | - | Sep 17, 2026 | |
VoxelForge In-game content arttext | Generative AI tools were used during development to assist with some visual assets, including textures, 3D asset creation and store artwork, as well as store text and translations. Assets are reviewed and adapted before integration. VoxelForge does not generate AI content during play and does not connect to an external AI service during play. | Mister_D Games | - | Sep 17, 2026 | |
Oscilloscopia Unclear arttext | Generative AI tools were used during development to assist with some visual assets and written content. All AI-assisted content was reviewed and edited. | Imbölt | - | Sep 16, 2026 | |
Expiration In-game content artaudio | Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay. | Forest Lake | - | Sep 16, 2026 | |
Matryoshka In-game content arttext | The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization. | flapper3 | - | Sep 16, 2026 | |
Make The Dead Dead Again In-game content textaudio | DeepL was used for language translation of the subtitles and also for the text in the Steam store. Some of the voice acting was generated using a paid ElevenLabs subscription. | Based On The Play | - | Sep 16, 2026 | |
RemoteSpace: First Settlement Dev only code | I use AI coding assistant to polish and debug the code. | ShadowDev | - | Sep 15, 2026 | |
Crazy Life In-game content art | Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay. | ADOMI GAMES | - | Sep 15, 2026 | |
Man's Perfect Summer Store/marketing text | Generative AI is used as a development aid for research, information analysis, routine technical tasks, and assistance with drafting and editing text for the Steam store page. No AI-generated 2D or 3D artwork, audio, or live-generated content is included in the game. The game's concept, creative direction, design, and implementation are the work of the developer. | Lowbeam Studio | - | Sep 15, 2026 | |
四番旅館 The 4th Ryokan Unclear art | Some 2d textures | Gonta | - | Sep 15, 2026 | |
Dealer Principal: The Dealership Simulator Store/marketing arttextcode | Generative AI tools were used during development to assist with programming, debugging, drafting and editing written content, and creating or developing some marketing and store-page artwork. All AI-assisted material is reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay or connect to external AI services while running. | Vitalis Interactive | - | Sep 15, 2026 | |
Wych Ring Store/marketing art | Some promotional concept artwork was generated by AI, no AI is used in-game. | Chad Steingraber | - | Sep 15, 2026 | |
Seaside Shop Simulator Store/marketing art | The game cover | Yuhan HE | - | Sep 15, 2026 | |
American Mahjong In-game content art | Generative AI tools were used during development to create some decorative artwork and surface textures, including botanical table mats and room furnishings. These assets are reviewed and incorporated into the game by the developer. The game does not generate AI content during gameplay or connect to an external AI service. | Garner Solutions | - | Sep 15, 2026 | |
VHS Tapes In-game content art | This game utilises AI for generating marketing materials and in-game paintings. | DogHat Games | - | Sep 15, 2026 | |
RUNNING TRAIN In-game content audio | For now, AI/computer-generated audio is utilized for the limited express automated announcements | Novatetsu Games | 1.6k | Sep 14, 2026 | |
高三最后300天 In-game content arttext | 本游戏在开发过程中使用生成式人工智能辅助制作部分静态背景、角色与场景插画、商店宣传素材,并辅助部分游戏文本的初稿与润色。所有相关内容均经过开发者人工筛选、修改、整合和最终审核,并以固定内容提供。游戏运行期间不会连接生成式人工智能服务,也不会根据玩家输入实时生成任何内容。 | ClearLoveLA | - | Sep 13, 2026 | |
Fuel Burn In-game content codeaudio | coding was partly done by claude and it created some small assets (like weapon sound). | The Insane Banana UG | - | Sep 13, 2026 | |
Tajang In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets.
All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials. | Algoin Tech Sdn. Bhd. | - | Sep 13, 2026 |