AI tools helped write the game's code
- Creator
- Thisisdemo
- Reviews
- -
- Added
- Sep 30, 2026
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Interactive or runtime AI features disclosed by the developer.
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AI tools helped write the game's code
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.
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs). Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development! No generative AI content is created in real time while the game is running.
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.
Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services.
Various usages of LLM's and Generative Ai used in development
We use generative AI for coding and translation.
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 assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay.
All in-game artwork, music, and sound effects were made by people, not generative AI.
Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer.
Ai used to create the Steam page art and all the cards art in the game.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing).
Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer: - base 3D models for some buildings, props and characters, retouched by hand; - the music of the in-game radio; - the first draft of the translations; - some promotional artwork. Nothing is generated by AI while you play.
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.
Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led.
AI tools are used to assist in development, including code, writing, art, and sound effects
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.
Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery.
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.
只用于制作宣传素材
AI tools were mainly used to speed up development of the game, not to replace human creativity.
用于产品的宣传素材制作
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
AI tools were used to assist in the creation of store Assets
Generative AI tools were used to assist with some assets.
Some pre-generated content — the fictional league, club and player name pools, portions of descriptive and flavour copy, the arena photograph used on the title and store presentation, and parts of the store description — was created with generative-AI assistance during development, then selected, reviewed and edited by the developer. No content is generated at runtime, and no player data is sent to any AI service.
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.
Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets.
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 of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer.
Kingdoms in Ink uses pre-generated AI-assisted content, including decorative map frames, store artwork, and some in-game and store text and translations. These assets and texts are prepared and reviewed during development. The game does not generate AI content during play or connect to external AI services.
AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches.
Sunday Pilot contains no AI-generated art, music, voice or in-game text. Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored. The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated. The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer. The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks.
Vibe coding
Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service.
AI-generated artifacts
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.
Interface text and the English translation were drafted with an AI assistant and reviewed by the developer. No art, audio or content is AI generated, and nothing is generated at runtime.
Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer.
We used generative AI during development. The title logo image was created with a generative AI image tool. Sound effects in the game and in the trailer are synthesised by a script that was written with AI coding assistance. The nine non-Japanese interface translations and the store text were produced by AI. AI coding assistance was used throughout development. The game does not generate any content with AI while it runs.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Survive The Reset Dev only code | AI tools helped write the game's code | Thisisdemo | - | 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 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 | |
Red Settle In-game content audio | As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs).
Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development!
No generative AI content is created in real time while the game is running. | Jessy Software | - | 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 | |
The Airline Century In-game content artaudio | Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services. | Navline Works | - | Sep 30, 2026 | |
ArkSeed Terraformery Unclear | Various usages of LLM's and Generative Ai used in development | MindWroughtGames | - | Sep 30, 2026 | |
Rasterfall Dev only codetext | We use generative AI for coding and translation. | Ota Mato | - | Sep 30, 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 | |
Paper Physics In-game content textart | AI assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay. | Half Flower | - | Sep 29, 2026 | |
Digging A Hole In Ice With A Chainsaw general | All in-game artwork, music, and sound effects were made by people, not generative AI. | Four Games | - | Sep 29, 2026 | |
Cast Away In-game content art | Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer. | Nightspire Games | - | Sep 28, 2026 | |
EchoMon: Pack & Stack! In-game content art | Ai used to create the Steam page art and all the cards art in the game. | Binary Lunar | - | Sep 28, 2026 | |
City Contractor Dev only art | Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team. | Desoline transportation and tourism ltd | - | Sep 28, 2026 | |
Spaceport Architect Dev only code | All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing). | Djentsoft | - | Sep 28, 2026 | |
开缸大吉 In-game content arttext | Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development. | Wuhan Wind Tunnel Network Technology Co., Ltd. | - | Sep 28, 2026 | |
Camping Resort Simulator In-game content artaudiotext | Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play. | Cottondream Studios | - | 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 | |
Soap Soup Tycoon Dev only art | Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led. | Cosnyx Studios | - | Sep 28, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | 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 | |
Distributed Shield In-game content arttext | Generative AI assisted with promotional/key artwork, icons, interface content, and portions of written catalogue and store-page text during development. These assets and text were selected and edited during development. The game does not generate AI content during gameplay and does not connect to an AI service. Generated artwork is illustrative and is not presented as documentary imagery. | Future Sync Technologies | - | 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 | |
牛马沉默之绝世传奇 In-game content art | 只用于制作宣传素材 | 牛马沉默 | - | Sep 27, 2026 | |
Instructions for Gary Dev only | AI tools were mainly used to speed up development of the game, not to replace human creativity. | Slade | - | Sep 27, 2026 | |
君临天下之风云传奇 Store/marketing art | 用于产品的宣传素材制作 | 君临天下之风云传奇 | - | Sep 27, 2026 | |
Football Academy Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Kiki Games | - | Sep 27, 2026 | |
Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
CHAMBER 13 Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Sep 25, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Hockey Coach Dynasty Store/marketing textart | Some pre-generated content — the fictional league, club and player name pools, portions of descriptive and flavour copy, the arena photograph used on the title and store presentation, and parts of the store description — was created with generative-AI assistance during development, then selected, reviewed and edited by the developer. No content is generated at runtime, and no player data is sent to any AI service. | Chuck Chestnuts | - | 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 | |
Utkant In-game content textcode | Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play. | Mathias Rørvik | - | Sep 25, 2026 | |
SLING CITY In-game content artaudio | Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service. | Trago LLC | - | Sep 25, 2026 | |
Theme Park Simulator Store/marketing textart | AI tools were used selectively during development to assist with store page text and the preparation of certain promotional assets. | Arya Interactive | - | 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 | |
Cubeshire In-game content text | Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer. | Richard Hawkesford | - | Sep 25, 2026 | |
Kingdoms in Ink In-game content arttext | Kingdoms in Ink uses pre-generated AI-assisted content, including decorative map frames, store artwork, and some in-game and store text and translations. These assets and texts are prepared and reviewed during development. The game does not generate AI content during play or connect to external AI services. | SQOOL | - | Sep 25, 2026 | |
Bonsai Life In-game content art | AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches. | Alexander Johnston | - | Sep 25, 2026 | |
Sunday Fighter Pilot Dev only textcode | Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline. | nitzan.games LLC | - | Sep 25, 2026 | |
A-Train 9 PRIME LINE In-game content artaudio | Generative AI was used in the editing of the main visual image and in the prototyping of some of the music tracks. | ARTDINK | - | Sep 25, 2026 | |
Beneath Eden Unclear | Vibe coding | VoodooDog | - | Sep 25, 2026 | |
NeoPangea In-game content artaudiotext | Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service. | Lawliet | - | Sep 25, 2026 | |
Bid Master Simulator Unclear | AI-generated artifacts | BMaster | - | Sep 24, 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 | |
CENTAVO In-game content text | Interface text and the English translation were drafted with an AI assistant and reviewed by the developer. No art, audio or content is AI generated, and nothing is generated at runtime. | Trocado Studio | - | Sep 24, 2026 | |
My Little Game Room In-game content text | Generative AI tools were used to assist with translating and proofreading text for the game and its Steam store page. All translated and revised text was reviewed and approved by the developer. | My Little Room Team | - | Sep 24, 2026 | |
Asteroid Lanes In-game content artaudiotext | We used generative AI during development. The title logo image was created with a
generative AI image tool. Sound effects in the game and in the trailer are synthesised
by a script that was written with AI coding assistance. The nine non-Japanese interface
translations and the store text were produced by AI. AI coding assistance was used
throughout development. The game does not generate any content with AI while it runs. | FRIVER | - | 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 |