Some image assets are AI generated. This includes the game's logo and icon.
- Creator
- Lost Reality Games
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Some image assets are AI generated. This includes the game's logo and icon.
A limited number of visual assets (such as certain icons and ship concepts) were created using AI-assisted tools and refined by the developer. All gameplay systems, core content, and procedural planet simulations are original.
Music used in the game is generated by AI. Writing code of the game was supported by AI.
The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI.
Used to HI REZ older images - ICON design corrections
About half of the fire sprites were drawn by AI (based upon the other fire sprites which were drawn by a human)
Generative AI used for: Voiceover Talents. Musics.
We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically: Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy). Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts. Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers.
Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue. Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce.
This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds).
We use generative AI tools to enhance the visual quality of our in-game cutscenes and to create some of the marketing assets featured on our Steam store page. All AI-generated content has been carefully curated and edited by our development team to ensure it meets our creative standards and respects all legal requirements.
AI is used for translations
This game uses generative artificial intelligence tools as support in certain creative processes, including visual and/or production elements. All final content has been supervised, edited, and directed by the developer to ensure artistic and narrative coherence.
Generative AI was used for store page translations and trailer music only. The game itself does not contain AI-generated content.
In the promotional materials, AI was only used to check the correctness of the English text and to assist with minor aspects of character animation in the trailer, such as verifying the spoken dialogue. Some images were also created with the help of AI based on my own sketches.
Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer. Store page capsule images and promotional art created with AI assistance
UI translations provided by an LLM.
Loading Screen Images
Some icons and spell effects were assisted by AI tools during SVG code design.
This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result.
This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client.
Generative AI tools were employed to assist with localization and the creation of some art assets.
Some graphics assets, background music, and portions of the code were created with the assistance of AI-generation tools.
Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer. The game does not include real-time AI-generated content.
This game uses generative AI tools to create a small number of environmental textures and 3D props. All AI-generated assets were manually reviewed, edited and integrated by the developer.
In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music.
The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated.
AI usage for some language localizations.
The images were generated using artificial intelligence.
AI tools were used to generate early concept artwork and UI references during development. Final in-game assets were created, refined, and implemented by the developer. The game does not include any live-generated AI content.
The store page was localized using machine translation.
ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay.
all the pictures are generated by artificial intelligence.
Some music, portions of the trailer, and select store page images were created with the assistance of AI generation tools.
Some of the graphical elements contain AI-generated imagery
Generative AI was used to create some of the 2D banner images and decorative UI elements within the game.
Musics present in the game were composed with the help of generative AI
Generative AI was used to create descriptions and weapon icons
No AI was used in the development of Rage Rock. Only parts of the store page was made with the help of AI.
Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality.
The store page capsule image (cover art) was generated using AI.
Some visual elements of the game, including certain artwork and UI assets, were created with the assistance of generative AI tools during development. All AI-generated assets were curated, edited, and integrated by the developer to ensure visual consistency and artistic direction. The game does not use live AI generation during gameplay.
Generative AI tools were used as part of the creative workflow to help produce certain marketing and promotional assets, such as concept artwork and store page imagery. The game itself, including all gameplay, mechanics, in-game assets, and narrative content, is developed by a human team. No generative AI is used to create live or dynamic content within the game.
The game is being developed by a small team. To speed up development, we used artificial intelligence for character design. We'll also be using AI for voiceovers and other features in the game.
AI assisted in coding and translation, with human verification.
A limited number of background images and sprites were created with generative AI. Most assets and all gameplay were created manually, the other rest is self-created or from the Unity Asset Store.
Some artworks and voiceovers were created with AI assistance and enchanced per me. As a solo developer, this helps me save time so I can focus more on fun gameplay quality, balance, and polishing.
all the pictures are generated by artificial intelligence.
Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego. La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real.
To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process: - Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually. - Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience. - Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability. All AI-assisted content in this game is pre-rendered and has been reviewed by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Keyboard Rush In-game content art | Some image assets are AI generated. This includes the game's logo and icon. | Lost Reality Games | - | Mar 18, 2026 | |
Planet Killer In-game content art | A limited number of visual assets (such as certain icons and ship concepts) were created using AI-assisted tools and refined by the developer. All gameplay systems, core content, and procedural planet simulations are original. | Talisman One Studio | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
Crazy Fruit Shooter In-game content arttext | The store promotional images were generated using AI with manual modifications. Some in-game upgrade icons were generated using AI and then manually refined. Most of the game's multilingual translations were created using AI. | YogurtGames | 13 | Mar 18, 2026 | |
Thor - God of Thunder In-game content art | Used to HI REZ older images - ICON design corrections | Outlaw Games | - | Mar 18, 2026 | |
Rocket Man X In-game content art | About half of the fire sprites were drawn by AI (based upon the other fire sprites which were drawn by a human) | Wanton Wolf | - | Mar 18, 2026 | |
The Ghost Of Solaris audio | Generative AI used for:
Voiceover Talents.
Musics. | MSP Universe | - | Mar 18, 2026 | |
Dino Age: Survive the Era's In-game content arttext | We use AI tools as a support system for our small development team to enhance the quality and balance of the game. Specifically:
Balancing & Math: We use AI to help calculate and balance the game ecosystem (drop rates, damage scaling, and economy).
Concepting: AI is used to generate reference images and mood boards to inspire our artists. The final in-game visual assets are hand-crafted or manually refined based on these concepts.
Drafting: AI assists in drafting initial marketing copy and lore structures, which are then finalized by our writers. | Dino Age Studios | - | Mar 18, 2026 | |
Binded Souls Dev only codeart | Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue.
Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce. | Cyrillic Digital | - | Mar 18, 2026 | |
Catvivors Store/marketing codeart | This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds). | Yotta Content LTD | - | Mar 18, 2026 | |
The Turkish Legacy In-game content art | We use generative AI tools to enhance the visual quality of our in-game cutscenes and to create some of the marketing assets featured on our Steam store page. All AI-generated content has been carefully curated and edited by our development team to ensure it meets our creative standards and respects all legal requirements. | Caner Çeleksiz | - | Mar 18, 2026 | |
Master of chaos In-game content text | AI is used for translations | Perfect Execution Games | - | Mar 18, 2026 | |
ToMyX Unclear art | This game uses generative artificial intelligence tools as support in certain creative processes, including visual and/or production elements.
All final content has been supervised, edited, and directed by the developer to ensure artistic and narrative coherence. | Sinpla | - | Mar 18, 2026 | |
Silentia In-game content textaudio | Generative AI was used for store page translations and trailer music only. The game itself does not contain AI-generated content. | Night Raid Games | - | Mar 18, 2026 | |
Nori In-game content textart | In the promotional materials, AI was only used to check the correctness of the English text and to assist with minor aspects of character animation in the trailer, such as verifying the spoken dialogue. Some images were also created with the help of AI based on my own sketches. | Nori Game | - | Mar 18, 2026 | |
Doom of the Undying Store/marketing textart | Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer.
Store page capsule images and promotional art created with AI assistance | ClawSea | - | Mar 18, 2026 | |
Engine Of Chaos In-game content text | UI translations provided by an LLM. | Bitrot Games | - | Mar 18, 2026 | |
Warstate In-game content art | Loading Screen Images | AngourGaming | - | Mar 18, 2026 | |
Vespers Edge In-game content artcode | Some icons and spell effects were assisted by AI tools during SVG code design. | Twitchy Turtle | - | Mar 18, 2026 | |
FLEEING ESCAPE In-game content audio | This game feature a fictional AI entity, and developer of this game uses AI voice acting for this AI entity, although final sound files are heavily edited by the developer for better result. | Skull Drill Studio | - | Mar 18, 2026 | |
Egg-flation In-game content artaudio | This game uses pre-rendered assets and sound effects created with the assistance of generative AI tools. These tools were used during the development process to create static image sprites and audio files that are included in the final game build. No content is generated live during gameplay, and no external AI services are accessed by the game client. | LexicaWorks | - | Mar 18, 2026 | |
1K-Nights In-game content textart | Generative AI tools were employed to assist with localization and the creation of some art assets. | TokishigeMasaki | - | Mar 18, 2026 | |
Limitless Survivors audiocode | Some graphics assets, background music, and portions of the code
were created with the assistance of AI-generation tools. | Tam Lab | 119 | Mar 18, 2026 | |
PAVLOV23 In-game content arttext | Some early development assets were created with the assistance of generative AI tools, primarily for concept exploration and documentation support. All final in-game content was manually refined and integrated by the developer.
The game does not include real-time AI-generated content. | poligon13studio | - | Mar 18, 2026 | |
The Silent Expedition Echo Protocol In-game content art | This game uses generative AI tools to create a small number of environmental textures and 3D props.
All AI-generated assets were manually reviewed, edited and integrated by the developer. | Psycho Dream Studio | - | Mar 18, 2026 | |
The Entrance In-game content artaudio | In the development of this game, AI tools were used to assist with certain elements that are difficult to fully produce through solo development, such as field and item sprites, as well as background music. | Shukurimu | - | Mar 18, 2026 | |
生成式梦境 In-game content audiotextart | The music and translations in this game are generated using artificial intelligence technology. Additionally, the background images in the story sections, the coloring of the character Lang, the coloring of the boss in the third memory interface, and the images of the three crystals are also AI-generated. | 镜 | - | Mar 18, 2026 | |
Randomverse: Expedition In-game content text | AI usage for some language localizations. | Randaro | - | Mar 18, 2026 | |
Femboy Survivor Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
PizzaCat In-game content art | AI tools were used to generate early concept artwork and UI references during development. Final in-game assets were created, refined, and implemented by the developer. The game does not include any live-generated AI content. | Jess Makes Games | - | Mar 18, 2026 | |
Hamsteria In-game content text | The store page was localized using machine translation. | 2WheelerDev | - | Mar 18, 2026 | |
ASCII-RIFT In-game content audiocode | ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay. | End of Line Club | - | Mar 18, 2026 | |
Flying over the penguin's hollow Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 15 | Mar 18, 2026 | |
Comet Busters In-game content audioart | Some music, portions of the trailer, and select store page images were created with the assistance of AI generation tools. | Jason Hall | - | Mar 18, 2026 | |
DRAWCERY In-game content art | Some of the graphical elements contain AI-generated imagery | Spookjump | - | Mar 18, 2026 | |
P2W : The Party Show In-game content art | Generative AI was used to create some of the 2D banner images and decorative UI elements within the game. | Wallet Warriors | - | Mar 18, 2026 | |
Combat Playground In-game content audio | Musics present in the game were composed with the help of generative AI | BloodRex | - | Mar 18, 2026 | |
Drone Gunner In-game content textart | Generative AI was used to create descriptions and weapon icons | KHVOYA Games | - | Mar 18, 2026 | |
Rage Rock Store/marketing | No AI was used in the development of Rage Rock. Only parts of the store page was made with the help of AI. | Abdulrahim Al Methiab | - | Mar 18, 2026 | |
Protocol:Chrono In-game content artcode | Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality. | SilverMoon Labs | - | Mar 18, 2026 | |
Threshold Warden Store/marketing art | The store page capsule image (cover art) was generated using AI. | HugePixel | 11 | Mar 18, 2026 | |
The Last Glimpse In-game content art | Some visual elements of the game, including certain artwork and UI assets, were created with the assistance of generative AI tools during development.
All AI-generated assets were curated, edited, and integrated by the developer to ensure visual consistency and artistic direction.
The game does not use live AI generation during gameplay. | Miknar Games | - | Mar 18, 2026 | |
Gecko: Wall Hacker In-game content art | Generative AI tools were used as part of the creative workflow to help produce certain marketing and promotional assets, such as concept artwork and store page imagery.
The game itself, including all gameplay, mechanics, in-game assets, and narrative content, is developed by a human team.
No generative AI is used to create live or dynamic content within the game. | Bright 8 Games | - | Mar 18, 2026 | |
Valkyrie Wave In-game content artaudio | The game is being developed by a small team. To speed up development, we used artificial intelligence for character design. We'll also be using AI for voiceovers and other features in the game. | Valkyrie Wave | - | Mar 18, 2026 | |
The Book of Prosperity In-game content codetext | AI assisted in coding and translation, with human verification. | SingKeys | - | Mar 18, 2026 | |
Astro Runner In-game content art | A limited number of background images and sprites were created with generative AI. Most assets and all gameplay were created manually, the other rest is self-created or from the Unity Asset Store. | Cosmo Games | - | Mar 18, 2026 | |
Ashes of the Belt In-game content artaudio | Some artworks and voiceovers were created with AI assistance and enchanced per me. As a solo developer, this helps me save time so I can focus more on fun gameplay quality, balance, and polishing. | Xell | - | Mar 18, 2026 | |
Defective Detectives Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | 17 | Mar 18, 2026 | |
J. El Tanquista In-game content art | Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego.
La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real. | Jorge Damian Rodriguez | - | Mar 18, 2026 | |
Velocide Overdrive In-game content artaudiocode | To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process:
- Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually.
- Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience.
- Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability.
All AI-assisted content in this game is pre-rendered and has been reviewed by the developer. | NoxRift Games | - | Mar 18, 2026 |