AI (Image Generation) was used only for the images on the mode selection screen.
- Creator
- Necha Games
- Reviews
- -
- Added
- Sep 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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AI (Image Generation) was used only for the images on the mode selection screen.
Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players.
There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated.
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.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
The music was written with generative AI.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Pre-generated images and music
The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay.
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.
AI Cultivation Sandbox uses generative AI technology to assist in creating game content. The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets. AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience.
We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted.
AI was used for some localizations.
I use AI as a "better search engine" for code snippets and design research, and to create examples I can mark up to show artists what I am looking for. Paid artists create the monsters, backgrounds and UI icons, and everything else is hand-created or downloaded from asset packs or is available from free art sites. The artists also use AI in their workflows.
Some localization, marketing material and some art are drafted with AI first then brought to its final version.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials.
Hedge Knight features artwork developed with generative AI.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction. Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
Ai were used to assist with translating text into multiple language
This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background. All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements.
Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development. All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Some pixel art, sound effects and music are AI-generated.
Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay.
Some prototype artwork, including enemy and environment assets, was generated with AI tools and subsequently refined by the developer.
Some graphical assets of the game like cat characters are made using generative artificial intelligence.
We are using AI to help write, structure, and/or review written code by the team. Some of the artwork in this game was produced with the help of generative AI tools.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay.
Starbloom Ranch features artwork developed with generative AI.
Some of the text in this game was created with the help of generative AI tools. - In-game text: Korean dialogue, stage narration and help text were drafted with an AI assistant, then rewritten and reviewed by the developer. - Localization: the English text was produced with AI assistance and reviewed by the developer. All artwork and UI icons are hand-authored by the developer, the sound effects are synthesized procedurally in code, and the background music is a licensed stock track. No AI runs during gameplay — all content is fixed at build time. - Store page: the store description text was drafted with AI assistance and edited by the developer.
Part of the modeling was done using AI-generated technology.
The 3D model are made by AI
I use generative AI for localization.
The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay.
Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services.
Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us. Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ride Up Together In-game content art | AI (Image Generation) was used only for the images on the mode selection screen. | Necha Games | - | Sep 18, 2026 | |
Factory Shift In-game content artcodetext | Generative AI tools were used during development to assist with programming, localization, and the creation or refinement of some 3D models and animations. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game. The game does not use generative AI at runtime or generate live content for players. | Xishun Studio | - | Sep 18, 2026 | |
To Rule... Bavarin In-game content art | There is no active generative AI content when you play the game. Some of the still images to support the quests, fate and hope cards were originally AI generated. | Andy House | - | 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 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Rogue's Climb In-game content audio | The music was written with generative AI. | Nestwell Studio LLC | - | Sep 17, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
Deathmarch Titans In-game content artaudiocode | AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests. | DM Studios | - | Sep 17, 2026 | |
Паучок сторожит уголок In-game content artaudio | Pre-generated images and music | NVG Games | - | Sep 17, 2026 | |
CodeX Protocol In-game content textaudio | The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay. | CodingKraft | - | 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 | |
AI修仙沙盒 In-game content arttext | AI Cultivation Sandbox uses generative AI technology to assist in creating game content.
The AI systems in the game may generate or assist with generating character backgrounds, character dialogue, world events, story content, and visual assets.
AI-generated content is guided by game systems and safety mechanisms to create a more dynamic and personalized cultivation world experience. | AIGame工作室 | - | Sep 17, 2026 | |
Cast & Click In-game content artaudiotext | We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands. | LOG51 | - | Sep 17, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
恶意结核 (MechaBlight) In-game content art | This game contains a small amount of AI-assisted art assets, all of which were reviewed and adjusted. | YeMaoFanKa | - | Sep 17, 2026 | |
River Runners In-game content text | AI was used for some localizations. | LogVenture | - | Sep 17, 2026 | |
The Mighty Wizard's Tale In-game content codeart | I use AI as a "better search engine" for code snippets and design research, and to create examples I can mark up to show artists what I am looking for. Paid artists create the monsters, backgrounds and UI icons, and everything else is hand-created or downloaded from asset packs or is available from free art sites. The artists also use AI in their workflows. | Oxdeadbeef Games | - | Sep 17, 2026 | |
NOEMA In-game content arttext | Some localization, marketing material and some art are drafted with AI first then brought to its final version. | Imponix Game Studio | - | Sep 16, 2026 | |
SALVOR ADRIFT In-game content audiotext | Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play. | Undock | - | Sep 16, 2026 | |
Arcane Library In-game content artaudio | Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running. | DDUCKD4K | - | Sep 16, 2026 | |
Fish on the Floor In-game content codetextart | Generative AI tools assisted with programming and the code used to create some in-game assets, as well as drafting and translating the store description and creating title lettering for store and library artwork. Screenshots and capsule backgrounds are captured directly from gameplay. The game does not generate AI content during play. | Free Dust | - | Sep 16, 2026 | |
Capivara Companion In-game content artaudiotext | Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime. | Dotsmith | - | Sep 16, 2026 | |
Ninewrought: Nine Men's Morris In-game content art | Generative AI was used to create some visual assets for NINEWROUGHT, including artwork used in the game and its Steam store and marketing materials. | Nine Gates Studio | - | Sep 16, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
Seasonal Reset: Halloween Edition In-game content audioart | Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running. | Budder Technology LLC | - | Sep 16, 2026 | |
Play Pocket Manager In-game content artaudiocode | Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player. | Buckminster Interactive | - | Sep 16, 2026 | |
Calcio Totale In-game content text | Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime. | Eleòra | - | Sep 16, 2026 | |
Mane, Tekel, Fares In-game content audioart | We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer. | Insiters Juliusz Peta | - | Sep 16, 2026 | |
ForgeTax In-game content artaudio | Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay. | GraveYardDev | - | Sep 16, 2026 | |
喵喵牌 In-game content text | Ai were used to assist with translating text into multiple language | cczzqsll | - | Sep 16, 2026 | |
Thumb Hiker In-game content artaudiocode | This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background.
All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements. | Sandbox Vibes | - | Sep 16, 2026 | |
Fluffy Lineup In-game content art | Generative AI was used to assist in creating some of the game's illustrations and in developing certain tools used during production. | Yustar | - | Sep 16, 2026 | |
The Therapist In-game content artaudiocode | The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process. | Restless, LLC | - | Sep 16, 2026 | |
Somewhere Else In-game content art | As a small development team of just two people, we used generative AI tools in limited cases to assist with the production of certain visual assets and help manage the scope of development.
All AI-assisted assets were carefully reviewed, edited, refined, and finalized by us to fit the game's established art style and direction. Generative AI was used as a supporting tool during development, rather than to define the creative direction of the game. | Milecode | - | Sep 16, 2026 | |
Nightcup In-game content textart | We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork. | Teshi Games | - | Sep 16, 2026 | |
I Only Moved My Mouse In-game content artaudio | Some pixel art, sound effects and music are AI-generated. | Missroot | - | Sep 16, 2026 | |
TWENTY+ In-game content artaudiotext | Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay. | rpaka-farm | - | Sep 16, 2026 | |
暴食海岛 Munchy Island In-game content art | Some prototype artwork, including enemy and environment assets, was generated with AI tools and subsequently refined by the developer. | clownpiece | - | Sep 16, 2026 | |
Cat Omni: Card Cats In-game content art | Some graphical assets of the game like cat characters are made using generative artificial intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Sep 16, 2026 | |
Genesis Core In-game content artcode | We are using AI to help write, structure, and/or review written code by the team. Some of the artwork in this game was produced with the help of generative AI tools. | Sunday's Playground | - | Sep 16, 2026 | |
Last Copy In-game content textartcode | Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay. | Casdera Labs | - | Sep 16, 2026 | |
The Only Eye: Arcane Legacy In-game content arttext | Generative AI tools were used during development to assist with selected visual assets, written content, localization, and other parts of the production process. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI content is created during gameplay. | Bitroot Studios | - | Sep 16, 2026 | |
Starbloom Ranch In-game content art | Starbloom Ranch features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
폴더 탈출 In-game content text | Some of the text in this game was created with the help of generative AI tools.
- In-game text: Korean dialogue, stage narration and help text were drafted with an AI assistant, then rewritten and reviewed by the developer.
- Localization: the English text was produced with AI assistance and reviewed by the developer.
All artwork and UI icons are hand-authored by the developer, the sound effects are synthesized procedurally in code, and the background music is a licensed stock track. No AI runs during gameplay — all content is fixed at build time.
- Store page: the store description text was drafted with AI assistance and edited by the developer. | TeamCrux | - | Sep 16, 2026 | |
After closing In-game content art | Part of the modeling was done using AI-generated technology. | FANGYAOYUE | - | Sep 16, 2026 | |
Zombie Day Protocol In-game content art | The 3D model are made by AI | Haodex Games | - | Sep 16, 2026 | |
ノルヴェール戦記-紫水晶の旅物語- In-game content text | I use generative AI for localization. | cement | - | Sep 16, 2026 | |
孙割不相信眼泪 In-game content arttext | The visual assets and text content in this game were generated or assisted by AI tools during development. All AI-generated content is pre-rendered; there is no real-time AI generation during gameplay. | ZikL | - | Sep 16, 2026 | |
Clog&Order In-game content arttext | Generative AI tools were used during development to create some of the game art assets, and written content and localization translations. AI tools were also used for coding assistance and debugging. The developer selected, adapted, and integrated these outputs into the game and its promotional materials. The game does not generate content using generative AI during gameplay or connect to external generative AI services. | Taoji Games | - | Sep 16, 2026 | |
Grindveil In-game content arttext | Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us.
Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release. | Grindare Studio | - | Sep 16, 2026 |