Its used for some Art and some of the Code
- Creator
- DiaP
- Reviews
- -
- Added
- Jun 5, 2026
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Its used for some Art and some of the Code
Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game.
Artificial intelligence has been used for "Localization".
Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials. Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI. We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies.
AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer.
Localization powered by AI
I will use AI for prototyping visuals and of course for helping with coding.
AI-assisted tools were used to help create some sound effects used in the game.
all the pictures are generated by artificial intelligence.
We use AI to translate text displayed in the game (for languages other than Japanese).
Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer.
Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code.
Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime.
Some assets in this work are AI-generated: Store page: Store promotional images, library promotional images, library homepage image. Game itself: Some 3D models, background music, sound effects.
"Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay — ▎ all text, audio, and visuals are pre-authored and fixed."
Some of the visual assets such as some of the character designs and images were created with the help of AI and then further modified and implemented by the developer.
Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems.
AI tools were used only for creating promotional visual materials.
This game use ai for music, voices and main menu background
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay.
The current prototype of Docket 87 includes some temporary AI-assisted visual materials, mainly fictional photographic and video evidence used to test the tone, format and workflow of the case files. These materials are pre-generated, curated and edited by the development team. They are not generated during gameplay, and AI is not used to dynamically create story, dialogue, puzzles, music, sound effects, programming or player-specific content. For the final commercial release, all evidence assets will follow a rights-cleared production pipeline. If any AI-assisted material remains in the final game, it will be created with commercially licensed tools, transformed through human art direction, editing and retouching, and reviewed to avoid copyrighted images, real people, private individuals, artist-specific styles, brands or third-party intellectual property.
Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, audio assets, and written content used in the game, its store page, and marketing materials. This includes AI-assisted images and music. All gameplay systems, programming, level design, game mechanics, story implementation, and final integration of content were created, reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay.
AI-assisted tools were used during portions of concept exploration and creative iteration for certain visual and writing workflows. All game systems, gameplay implementation, worldbuilding, design direction, editing, integration, UI construction, narrative structure, and final production decisions are created and directed by the developer. AI tools are used as part of an assisted creative workflow rather than as fully autonomous content generation.
Some of the game's art, including character illustrations and environments, was created using AI.
AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually. Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
During development, we may use AI-assisted tools to prototype and iterate on content. All assets in the final game are reviewed, refined, or recreated by our team. If you spot something that looks like an unfinished AI placeholder, please let us know - we take that seriously.
Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game. Music (BGM): Composed using Suno Battle animations: Generated using Seedance 2.0 Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0 Audio/Voice assets: Irodori-TTS (AI text-to-speech service) All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay. All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights.
Some of Sector 7's artwork — including its store and marketing images — and its narrative text were created with AI assistance and then reviewed and edited by the developer. Localization into additional languages used AI translation with human review.
Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page. The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay.
This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay.
Only parts of audio have been created using AI. This includes narration, background music and some sound effects
Entire story, dialogues, codes are hand-crafted by human developers. Most of in-game UI and arts were refined by our human art designer, while AI-based tools supported the initial bases for character illustrations, card illustrations, and visual novel backgrounds.
AI was used to generate language strings and character generation.
This game uses pre-generated AI-assisted assets in some development and marketing materials, including draft visuals, voice work, localization support, and production references. Final content is reviewed and curated by the developer. The game does not generate AI content during gameplay.
Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated. Generative AI was used in the creation of: Marketing and store page artwork (capsules, banners, hero, logo) In-game background art, sprites directions Music tracks
all the pictures are generated by artificial intelligence.
AI tools were used during development for assistance with programming and creation of promotional visual assets. AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer. Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay.
AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer.
Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer.
Some visual assets and music in this game were created with the assistance of AI tools.
The following aspects of this game's development were assisted by AI tools: • Code architecture planning and refactoring suggestions • Debugging assistance • Localization (English / Simplified Chinese / Japanese / and other supported languages) • Initial drafts of select art assets • Background music generation (SUNO) All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer.
Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaP | - | Jun 5, 2026 | |
Outage: Trespass In-game content artcode | Since this is a large project for a two-person team, we used AI assistance to refine some code and create certain images that were difficult for us to capture in the real world. All AI-assisted content was reviewed, adjusted, and approved by us before being included in the game. | Paul Brunner | - | Jun 5, 2026 | |
Lost Dude In-game content text | Artificial intelligence has been used for "Localization". | Animo Games | - | Jun 5, 2026 | |
Still Here Store/marketing art | Some visual promotional materials and graphic assets used for the Steam store page, including logo and marketing imagery, were created or assisted using generative AI tools. All final assets were reviewed, edited and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time. | LordOfTheCat Art | - | Jun 5, 2026 | |
Farm Of Hope In-game content audioart | In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials.
Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI.
We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies. | VGames Studios | - | Jun 5, 2026 | |
Swordsmith of Greyhaven In-game content textart | AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer. | Wovley Games | - | Jun 4, 2026 | |
Cold Site In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
MunchiesGretel In-game content audio | Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer. | Mizuki | - | Jun 4, 2026 | |
Cypherpunk In-game content artcode | Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets. | PHANTOM PRODUCTIONS YAZILIM LIMITED SIRKETI | - | Jun 4, 2026 | |
留学模拟器 In-game content art | This game uses generative AI tools during development to assist with the creation of certain art assets and some repetitive development tasks. All content is manually designed, reviewed, selected, and integrated by the developer. | Sleepless Studio | - | Jun 4, 2026 | |
Clairvoyage: The Lighthouse In-game content text | Localization powered by AI | Volpe Software | - | Jun 4, 2026 | |
Cozy Game Company Dev only artcode | I will use AI for prototyping visuals and of course for helping with coding. | Little Ones | - | Jun 4, 2026 | |
PokerVersity: Challenge In-game content audio | AI-assisted tools were used to help create some sound effects used in the game. | PokerVersity | - | Jun 4, 2026 | |
Visual Novel: WOODEN CALIBER In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 4, 2026 | |
雨音の向こう側 In-game content text | We use AI to translate text displayed in the game (for languages other than Japanese). | ただの犬小屋 | - | Jun 4, 2026 | |
50 Days In-game content art | Some visual assets in 50 Days are fully or partially AI-generated, then edited, refined and integrated into the game by the developer. | BrauersGame | - | Jun 4, 2026 | |
Mahjuro In-game content artcode | Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code. | Zelda Hessler | - | Jun 3, 2026 | |
CYCLES Store/marketing art | Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime. | argakiig | - | Jun 3, 2026 | |
Snowball Party In-game content artaudio | Some assets in this work are AI-generated:
Store page: Store promotional images, library promotional images, library homepage image.
Game itself: Some 3D models, background music, sound effects. | Game_Artisan | - | Jun 3, 2026 | |
Project AsteroidZ In-game content textcode | "Generative AI tools were used during the development of this game to assist with programming and narrative dialogue writing. All AI-assisted content has been reviewed and approved by the developer. No artificial intelligence generates content live during gameplay —
▎ all text, audio, and visuals are pre-authored and fixed." | Timothy E. Winnie | - | Jun 3, 2026 | |
HXV In-game content art | Some of the visual assets such as some of the character designs and images were created with the help of AI and then further modified and implemented by the developer. | Cyron Interactive | - | Jun 3, 2026 | |
Kaizen Kitchen: A Restaurant Simulator Store/marketing art | Generative AI tools are used exclusively during the development process to assist with creating store page and community-related visual materials. No generative AI content is used in the core gameplay experience or real-time in-game systems. | Dark Secrets Studio | - | Jun 3, 2026 | |
Blockmind Store/marketing art | AI tools were used only for creating promotional visual materials. | Quacky Games | 142 | Jun 3, 2026 | |
Medieval thieves academy In-game content audioart | This game use ai for music, voices and main menu background | Awarth | - | Jun 3, 2026 | |
Loaded Dice - A Yahtzee Roguelike In-game content artaudio | Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists. | Yvantis | - | Jun 3, 2026 | |
Incense Nook In-game content arttext | This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay. | Zero.One | - | Jun 3, 2026 | |
Docket 87 In-game content art | The current prototype of Docket 87 includes some temporary AI-assisted visual materials, mainly fictional photographic and video evidence used to test the tone, format and workflow of the case files.
These materials are pre-generated, curated and edited by the development team. They are not generated during gameplay, and AI is not used to dynamically create story, dialogue, puzzles, music, sound effects, programming or player-specific content.
For the final commercial release, all evidence assets will follow a rights-cleared production pipeline. If any AI-assisted material remains in the final game, it will be created with commercially licensed tools, transformed through human art direction, editing and retouching, and reviewed to avoid copyrighted images, real people, private individuals, artist-specific styles, brands or third-party intellectual property. | PATRONES & ESCONDITES | - | Jun 3, 2026 | |
Штольня In-game content artaudiotext | Generative AI tools were used during development to assist with the creation and refinement of certain visual assets, audio assets, and written content used in the game, its store page, and marketing materials. This includes AI-assisted images and music. All gameplay systems, programming, level design, game mechanics, story implementation, and final integration of content were created, reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay. | Altera | - | Jun 3, 2026 | |
Blightened: Relic Keeper In-game content arttext | AI-assisted tools were used during portions of concept exploration and creative iteration for certain visual and writing workflows.
All game systems, gameplay implementation, worldbuilding, design direction, editing, integration, UI construction, narrative structure, and final production decisions are created and directed by the developer.
AI tools are used as part of an assisted creative workflow rather than as fully autonomous content generation. | xombis | - | Jun 3, 2026 | |
Sinheritance In-game content art | Some of the game's art, including character illustrations and environments, was created using AI. | STIM GAMES | - | Jun 3, 2026 | |
Hidden Turtle Puzzle In-game content artcode | AI is used for cinematic cutscenes and certain art assets, but the majority of the work is done manually.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions. | OmniScapes Interactive | - | Jun 3, 2026 | |
DDoD Dev only | During development, we may use AI-assisted tools to prototype and iterate on content.
All assets in the final game are reviewed, refined, or recreated by our team.
If you spot something that looks like an unfinished AI placeholder, please let us know - we take that seriously. | The Future Entertainment Company | - | Jun 3, 2026 | |
Синеморск oil inclusive In-game content artaudiotextcode | Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI. | 7x7 Games | - | Jun 3, 2026 | |
The Moment of Panic Live AI textart | The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime. | Badinc, LLC | - | Jun 3, 2026 | |
狂華乙女~Crazy Bloom~ In-game content audioart | During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game.
Music (BGM): Composed using Suno
Battle animations: Generated using Seedance 2.0
Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0
Audio/Voice assets: Irodori-TTS (AI text-to-speech service)
All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay.
All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights. | Null and One | - | Jun 3, 2026 | |
Sektör 7 In-game content arttext | Some of Sector 7's artwork — including its store and marketing images — and its narrative text were created with AI assistance and then reviewed and edited by the developer. Localization into additional languages used AI translation with human review. | Hamza DURAK | - | Jun 3, 2026 | |
BeaconBound In-game content audioart | Generative AI was used only for pre-generation of some content. It was used to create some marketing materials for the store page, as well as music and some sound effects. All such content was reviewed, selected, and finalized by the developer before being included in the game or published on the store page.
The game does not utilize real-time generative AI. Generative AI does not contribute to the story, enemy behavior, gameplay, dialogue, or any other interaction with the player during gameplay. | SMAR Studio | - | Jun 3, 2026 | |
The Big Owl Night In-game content arttextcode | This game used generative AI tools during development to assist with the creation and iteration of some visual assets, text and code. All AI-assisted content was reviewed, edited and manually implemented by the developer. The game does not generate AI content during gameplay. | Visual Slumber Studios | - | Jun 3, 2026 | |
The Convergence In-game content audio | Only parts of audio have been created using AI. This includes narration, background music and some sound effects | resvagames | - | Jun 3, 2026 | |
Blightsilver In-game content art | Entire story, dialogues, codes are hand-crafted by human developers. Most of in-game UI and arts were refined by our human art designer, while AI-based tools supported the initial bases for character illustrations, card illustrations, and visual novel backgrounds. | Quiet Eve Studio | - | Jun 3, 2026 | |
Club Architect In-game content text | AI was used to generate language strings and character generation. | pesooo | - | Jun 3, 2026 | |
Wild East: The Straw Man In-game content artaudiotext | This game uses pre-generated AI-assisted assets in some development and marketing materials, including draft visuals, voice work, localization support, and production references. Final content is reviewed and curated by the developer. The game does not generate AI content during gameplay. | David Zacik | - | Jun 3, 2026 | |
Cruorfall In-game content artaudio | Game design, code, mechanics, gameplay systems, sprites, and writing are entirely human-made. All AI-generated assets were reviewed, edited, composed, and integrated manually by the developer. No AI content is generated at runtime — every asset is pre-authored and curated.
Generative AI was used in the creation of:
Marketing and store page artwork (capsules, banners, hero, logo)
In-game background art, sprites directions
Music tracks | Dezmuss | - | Jun 3, 2026 | |
Visual Novel: Chernobog's Seal In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 3, 2026 | |
TESSERACT: Echoes of the North In-game content codeart | AI tools were used during development for assistance with programming and creation of promotional visual assets.
AI-assisted code generation was used to help implement gameplay systems and scripting within the Godot engine. All code was reviewed, integrated, and tested by the developer.
Generative AI was also used to create certain marketing and promotional images used in trailers and store presentation materials. No AI-generated assets are included directly in gameplay. | MillerWorks Studio | - | Jun 3, 2026 | |
BlissFlow In-game content artaudiotextcode | AI tools were used as production assistants for specific assets. All assets were designed and directed by the developer. | Flownautic | - | Jun 3, 2026 | |
Isle Of Nexaryth In-game content art | Some visual assets, concept art, and creative materials used in the game and store page were assisted by generative AI tools. All generated content was reviewed, edited, and integrated by the developer. | Tugay Saydam | - | Jun 3, 2026 | |
Slice To Meet You In-game content artaudio | Some visual assets and music in this game were created with the assistance of AI tools. | Lumamind Studio | 101 | Jun 3, 2026 | |
Friendly Fire In-game content codetextaudioart | The following aspects of this game's development were assisted by AI tools:
• Code architecture planning and refactoring suggestions
• Debugging assistance
• Localization (English / Simplified Chinese / Japanese / and other supported languages)
• Initial drafts of select art assets
• Background music generation (SUNO)
All AI-generated output was reviewed, edited, and integrated by a human before inclusion in the final build. Core gameplay design, balancing, and final decisions were made by the developer. | HuntForge | - | Jun 3, 2026 | |
1 MONKEY LEFT Store/marketing art | Generative AI tools were used in a limited capacity to assist with marketing materials and early concept visuals during development. All AI-assisted content was reviewed and approved by the development team. The final shipped game contains no generative AI content. | Gamepoc | - | Jun 3, 2026 |