Generative AI tools were used to assist with some store page localization.
- Creator
- Shirogane Code
- Reviews
- -
- Added
- Mar 18, 2026
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Generative AI tools were used to assist with some store page localization.
AI used to help tweak store page artwork.
Some scripts, documentation, and marketing texts in The Clownhouse were created with the assistance of AI-based tools. All AI-generated content has been reviewed, edited, and approved by the development team to ensure quality and consistency with the game's vision. No AI-generated art, sound, music, or voice acting is used in this game. All visual assets, audio, and core creative content were made by humans.
Some visual and audio assets were created with the assistance of AI tools and further refined by the development team.
AI was used as help to develop this Game with resolving bugs etc.
Generative AI was used strictly as a production tool to support visual and creative development.
I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
Artificial Intelligence tools (LLMs) were used strictly and exclusively to assist in the translation of interface texts and menus into multiple languages, allowing the game to be accessible to more people. Everything else in the game: art, 3D models, textures, sounds, music, game design, and programming, was 100% created by humans, with absolutely no AI generation.
Store capsules and background environments are crafted using creative design processes.
We just used AI to help with the Steam capsule and some marketing assets
This game uses generative AI tools to assist in creating pre-generated image content. All AI-generated images has been reviewed, edited, and finalized by the human development team to ensure it fits the game's vision and quality standards.
Some assets and animations created by artists may have been enhanced using AI.
AI was used to generate some sound effects and as a voice changer to alter a single human voice sound clip.
With the help of neural networks, voiceover was made in Silent home.
The game's store promotional images and some in-game scene asset are generated by AI
Promotional artwork and screenshots on the store page were created with AI image generation tools. The game itself is handcrafted and does not use AI-generated content.
The artwork for the main menu and the graphics for the shop and library pages were generated by AI.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.
Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity.
AI assisted with raw audio foundations, but humans manually rearranged and mastered every sound. Nothing went straight from the algorithm to your headphones.
Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay.
As a solo developer, I used AI generation tools to assist in creating a few 2D sprites
We utilized AI tools to assist in creating the game's narrative scripts, dynamic animations, and UI elements.
1. Some scene artwork in this game is AI-generated. 2. Some images for in-game form verification are AI-generated.
We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets. We use AI to assist in-game logic and algorithms.
During the development process, we may use procedural- and AI-based tools to assist with content creation.
AI tools were used to assist with drafting and translating the Steam store page text.
Artificial intelligence tools were used during development to assist in the creation of certain 3D models. All generated assets were reviewed, modified, and integrated into the game by the developer.
"Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania."
The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes.
This game uses AI-generated voice performances for certain in-game recordings. All narrative design, gameplay systems, and environmental content were created and implemented by the developer.
Some of the game's visuals and sound effects were created using artificial intelligence.
Generated sounds, images, end theme, and subtitle translations.
Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer.
Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content.
AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer.
Some 2D textures
The images were generated using artificial intelligence.
Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI.
Generative AI was used to assist in creating some Steam store promotional images.
Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic.
AI assisted with artistic creation, for example the background and characters.
AI-based tools have been used in editing of some misc. graphics/audio assets.
We used a Text-to-Speech tool to create a voiceover for the game's trailer.
Generative AI Disclosure: In the development of PredaDeck, we have utilized generative AI tools to enhance the gaming experience and ensure high-quality content: Visual Assets: Some sprites and environmental art elements were generated or refined using AI to maintain a vibrant and diverse ecosystem. Scripts & Narrative: AI tools assisted in drafting certain gameplay scripts and refining in-game dialogue to ensure consistency and creative depth. Localization & Text: AI was used to assist in translating game text into multiple languages and polishing descriptions to ensure clarity for players worldwide. All AI-generated content has been manually reviewed, edited, and integrated by our team to ensure it meets our creative standards and copyright requirements.
Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer.
Some of the UI elements and store assets like header
I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release.
Some AI generated images and textures
AI was used to help with some messages.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SuperBlockKing In-game content text | Generative AI tools were used to assist with some store page localization. | Shirogane Code | - | Mar 18, 2026 | |
The Lonely Miner Store/marketing art | AI used to help tweak store page artwork. | DuckDevStudios | - | Mar 18, 2026 | |
Carnival Horror Store/marketing text | Some scripts, documentation, and marketing texts in The Clownhouse were created with the assistance of AI-based tools. All AI-generated content has been reviewed, edited, and approved by the development team to ensure quality and consistency with the game's vision.
No AI-generated art, sound, music, or voice acting is used in this game. All visual assets, audio, and core creative content were made by humans. | AxlPlay | - | Mar 18, 2026 | |
Corgi Survivor In-game content artaudio | Some visual and audio assets were created with the assistance of AI tools and further refined by the development team. | Symbolic | - | Mar 18, 2026 | |
Space Tormentor Dev only | AI was used as help to develop this Game with resolving bugs etc. | SpeedStealth | - | Mar 18, 2026 | |
DESCENT -100 Dev only art | Generative AI was used strictly as a production tool to support visual and creative development. | lzydev | - | Mar 18, 2026 | |
Dusk Runners In-game content art | I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me. | MoSifff's Games | - | Mar 18, 2026 | |
Backrooms: Collision Not Found In-game content text | Artificial Intelligence tools (LLMs) were used strictly and exclusively to assist in the translation of interface texts and menus into multiple languages, allowing the game to be accessible to more people. Everything else in the game: art, 3D models, textures, sounds, music, game design, and programming, was 100% created by humans, with absolutely no AI generation. | Lz Games | 21 | Mar 18, 2026 | |
Biomech Protocol art | Store capsules and background environments are crafted using creative design processes. | Raptor Entertainment | - | Mar 18, 2026 | |
Crazy Bike Store/marketing art | We just used AI to help with the Steam capsule and some marketing assets | Crazy Bike | - | Mar 18, 2026 | |
Kvga In-game content art | This game uses generative AI tools to assist in creating pre-generated image content. All AI-generated images has been reviewed, edited, and finalized by the human development team to ensure it fits the game's vision and quality standards. | KvgaDev | - | Mar 18, 2026 | |
Westins World In-game content art | Some assets and animations created by artists may have been enhanced using AI. | Westins World Studio | - | Mar 18, 2026 | |
An Odd Walk: Shinjuku Alley In-game content audio | AI was used to generate some sound effects and as a voice changer to alter a single human voice sound clip. | BoxLoaf | - | Mar 18, 2026 | |
Silent home In-game content audio | With the help of neural networks, voiceover was made in Silent home. | Red Kraken studio | - | Mar 18, 2026 | |
家长看不见的日记 In-game content art | The game's store promotional images and some in-game scene asset are generated by AI | CDF GAME | - | Mar 18, 2026 | |
Escape from Vacov Store/marketing art | Promotional artwork and screenshots on the store page were created with AI image generation tools. The game itself is handcrafted and does not use AI-generated content. | Kyro | - | Mar 18, 2026 | |
SpaceShift Store/marketing art | The artwork for the main menu and the graphics for the shop and library pages were generated by AI. | Spacinger | - | Mar 18, 2026 | |
Overclocked Arena: Instability Protocol In-game content art | Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay. | Terminal State Games | - | Mar 18, 2026 | |
Desolation Arcanist In-game content artaudiotextcode | Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity. | MipodasGame | - | Mar 18, 2026 | |
Perestroika Drive In-game content audio | AI assisted with raw audio foundations, but humans manually rearranged and mastered every sound. Nothing went straight from the algorithm to your headphones. | qubiq | - | Mar 18, 2026 | |
Silence Archives Terminal In-game content art | Some scene illustrations and character artwork in this game were created using AI image generation tools as pre-generated assets. All AI-generated content was reviewed, curated, and integrated by the development team. No AI content is generated in real time during gameplay. | R.C. Zhang | - | Mar 18, 2026 | |
Space Runner X In-game content art | As a solo developer, I used AI generation tools to assist in creating a few 2D sprites | AnomalyVN Studio | - | Mar 18, 2026 | |
无尽DDL(INFINITY DEADLINE) In-game content textart | We utilized AI tools to assist in creating the game's narrative scripts, dynamic animations, and UI elements. | YvelRevo | - | Mar 18, 2026 | |
Web少女编程学院 In-game content art | 1. Some scene artwork in this game is AI-generated.
2. Some images for in-game form verification are AI-generated. | Hat-Soft | - | Mar 18, 2026 | |
サイコローグ In-game content art | We use AI for some of our images. All generated images are manually corrected, retouched, and processed by our developers before being integrated into the final game assets.
We use AI to assist in-game logic and algorithms. | monotos | - | Mar 18, 2026 | |
Ever Roach Unclear | During the development process, we may use procedural- and AI-based tools to assist with content creation. | playablecuriosity | - | Mar 18, 2026 | |
Chomp Garden Store/marketing text | AI tools were used to assist with drafting and translating the Steam store page text. | PawPaw Games | - | Mar 18, 2026 | |
OBOSRACA In-game content art | Artificial intelligence tools were used during development to assist in the creation of certain 3D models. All generated assets were reviewed, modified, and integrated into the game by the developer. | Kirill Production Studios | - | Mar 18, 2026 | |
Rampage Kage In-game content art | "Developed in Godot with a focus on precision and hand-crafted systems. To maintain absolute control over the game’s quality and vision, generative AI was used for less than 10% of development, limited strictly to early-stage conceptual ideation for visual assets. Every final in-game asset has been manually hand-drawn, and 100% of the game’s code—including the massive 3,000+ line player controller—is hand-written. This ensures the tight, responsive gameplay essential for a high-stakes Metoridvania." | Ofir Aroya | - | Mar 18, 2026 | |
Mai's Hunger In-game content audiotext | The developer uses generative AI tools to create pre-recorded voice-over audio and character dialogue for the in-game cutscenes. | Game Opus | - | Mar 18, 2026 | |
The Beckoning In-game content audio | This game uses AI-generated voice performances for certain in-game recordings. All narrative design, gameplay systems, and environmental content were created and implemented by the developer. | SquawkA Games | - | Mar 18, 2026 | |
Tides of Trade: Eastern Horizons In-game content artaudio | Some of the game's visuals and sound effects were created using artificial intelligence. | alpha | - | Mar 18, 2026 | |
Caution Ahead: Part 3 In-game content audioarttext | Generated sounds, images, end theme, and subtitle translations. | Ionic Relay | - | Mar 18, 2026 | |
Empire of Zombies In-game content art | Some of the visual assets in this game, including character sprites, backgrounds, and building illustrations, were created with the assistance of AI image generation tools. All generated assets were reviewed and curated by the developer. | Tomasz Letki | - | Mar 18, 2026 | |
Gerze The Deep In-game content artaudio | Some visual and audio assets in Gerze: The Deep were created or enhanced with the assistance of AI-based tools during development. These tools helped generate or refine certain textures, images, sound elements, and environmental details. All AI-assisted content was reviewed, edited, and integrated by the developer. AI was not used to generate gameplay, code, or real-time content. | Ceus Games | - | Mar 18, 2026 | |
Slimeblade In-game content arttext | AI tools were used to assist with creating some artwork and localizing store page descriptions and in-game text. All outputs were reviewed and edited by the developer. | Future Monster Games | - | Mar 18, 2026 | |
デスハネムーン Deadly Honeymoon Unclear art | Some 2D textures | Gonta | - | Mar 18, 2026 | |
VelvetSkyline Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
Dealer Bust! | Roguelike BlackJack In-game content artcode | Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI. | Destina Games | - | Mar 18, 2026 | |
STILL BOUND Store/marketing art | Generative AI was used to assist in creating some Steam store promotional images. | RimaLogic | - | Mar 18, 2026 | |
Static Condition In-game content artaudiotext | Static Condition utilizes generative AI to assist in creating certain environmental textures, audio elements, and localization translations. All AI-generated content has been curated and refined by the developer to ensure quality and consistency with the game's aesthetic. | Static Game Labs | - | Mar 18, 2026 | |
The Winter Adventurer In-game content art | AI assisted with artistic creation, for example the background and characters. | Menace Gaming Studios | - | Mar 18, 2026 | |
Dry Meadow In-game content artaudio | AI-based tools have been used in editing of some misc. graphics/audio assets. | Crawdeloch | - | Mar 18, 2026 | |
Jesus Take The Wheel In-game content audio | We used a Text-to-Speech tool to create a voiceover for the game's trailer. | Vertex Horizons | 16 | Mar 18, 2026 | |
PredaDeck In-game content arttext | Generative AI Disclosure:
In the development of PredaDeck, we have utilized generative AI tools to enhance the gaming experience and ensure high-quality content:
Visual Assets: Some sprites and environmental art elements were generated or refined using AI to maintain a vibrant and diverse ecosystem.
Scripts & Narrative: AI tools assisted in drafting certain gameplay scripts and refining in-game dialogue to ensure consistency and creative depth.
Localization & Text: AI was used to assist in translating game text into multiple languages and polishing descriptions to ensure clarity for players worldwide.
All AI-generated content has been manually reviewed, edited, and integrated by our team to ensure it meets our creative standards and copyright requirements. | Eternal Flame | - | Mar 18, 2026 | |
Spirit Dungeon In-game content arttext | Generative AI was used in the creation of art and text. All content has been reviewed and adjusted by the developer. | Nemora Games | 24 | Mar 18, 2026 | |
Black Box - Hacker Day One Store/marketing art | Some of the UI elements and store assets like header | elevenBytes | - | Mar 18, 2026 | |
eethCross In-game content artaudio | I am a software engineer with over 20 years of professional experience in fields from robotics to AI (writing actual neural networks, not typing prompts) to healthcare. I used some generated content for scaffolding of UI/UX, as well as music and some background VFX, but I am responsible for and able to understand and modify every line of code. The game itself is built on a program I wrote by hand several months ago from time of release. | eeth | - | Mar 18, 2026 | |
Splatsplasm In-game content art | Some AI generated images and textures | PRPVFX Ltd. | - | Mar 18, 2026 | |
Assessment Unclear text | AI was used to help with some messages. | Ignis Byte Studios | - | Mar 18, 2026 |