AI assistance has been used in marketing materials.
- Creator
- Doomed Frog
- Reviews
- -
- Added
- Oct 7, 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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AI assistance has been used in marketing materials.
About half of the background and prop pixel art was created with generative AI image tools and then edited by the developer. Character art is mostly hand-drawn.
Generative AI was used only for a few images shown briefly in the trailer (such as the wolf and the monkey in the suit). All in-game models and textures were hand-drawn by me.
Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer.
AI-assisted coding and editor automation tools were used during development for workflow efficiency. No AI-generated art, audio, narrative, or other player-facing content is included in the game.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
How we do use AI:
AI was used for the character portraits and monster assets in the game.
Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future. Furthermore, one sound effect was created using AI. All other elements have been meticulously crafted by myself.
Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated.
Some visual assets (artwork and cinematic scenes) and some music and sound effects were created with the help of generative AI tools, then reviewed and curated by the developer. No content is generated by AI during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-generated art
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
Some character, background and icon artwork was created using AI tools and edited during development.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game. - 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style. - Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image. - Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models. - Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation. - Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced. - Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer. - Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above. Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play.
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay.
This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references. The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating some artwork, music, sound effects, and promotional materials, and in drafting and translating text. These materials are prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
[Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process.
Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
Pre-generated AI content: Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer
The localization was generated with the help of AI, and artwork was based on game content but polished with AI.
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
AI was used only to help with localization services.
Cleaned up some of the scene backgrounds
Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play.
The game propaganda map was created by AI.
Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos.
We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details.
Artificial intelligence was used to generate our Steam achievement icons and some of our localizations. We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com.
We don’t particularly like using AI. Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”. So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life. But don’t worry, we haven’t handed over the steering wheel to the robots just yet. Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist. As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so. Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
The following artworks are AI - Generated: -Item Icons -Paintings
Generative AI is used during development to create visual and music assets for the game and its promotional materials. It is not used to create the scenario, written text, or voices. All AI-generated assets are pre-generated; the game does not generate content or connect to external AI services during gameplay.
The in-game image, as well as the image on the Steam page, were generated using AI.
Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay.
I used ai for some complex implementations.
AI assistance used for some visuals.
Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Arrow Store/marketing arttext | AI assistance has been used in marketing materials. | Doomed Frog | - | Oct 7, 2026 | |
Very Long CNP物語 In-game content art | About half of the background and prop pixel art was created with generative AI image tools and then edited by the developer. Character art is mostly hand-drawn. | y-game | - | Oct 7, 2026 | |
SICRUN In-game content art | Generative AI was used only for a few images shown briefly in the trailer (such as the wolf and the monkey in the suit). All in-game models and textures were hand-drawn by me. | Shinok | - | Oct 7, 2026 | |
Nyantum Jump In-game content audio | Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer. | Lunanod | - | Oct 7, 2026 | |
Whispers Between Worlds Dev only code | AI-assisted coding and editor automation tools were used during development for workflow efficiency. No AI-generated art, audio, narrative, or other player-facing content is included in the game. | gibbletiggle | - | Oct 7, 2026 | |
Endurland In-game content art | The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team. | Mada Games | - | Oct 7, 2026 | |
Perceptum Unclear | How we do use AI: | Duck Reaction | - | Oct 7, 2026 | |
孤岛核心 In-game content art | AI was used for the character portraits and monster assets in the game. | 黯月游戏工作室 | - | Oct 6, 2026 | |
Cyan Heart In-game content textaudio | Please note that non-Japanese localization is currently generated by AI. I plan to replace this with professional human localization in the future.
Furthermore, one sound effect was created using AI.
All other elements have been meticulously crafted by myself. | Shoei Sio | - | Oct 6, 2026 | |
Demonfall Unclear art | Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated. | Rebirth Studios | - | Oct 6, 2026 | |
Don't Feed the Zombie In-game content artaudio | Some visual assets (artwork and cinematic scenes) and some music and sound effects were created with the help of generative AI tools, then reviewed and curated by the developer. No content is generated by AI during gameplay. | HYDRA GAMES | - | Oct 6, 2026 | |
Echoes of Another Sky In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
Wagon Keep Unclear art | AI-generated art | Tribus Games Indie | - | Oct 6, 2026 | |
Tales of the Southern Seas In-game content artaudiotext | This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay. | Lazycat Interactive | - | Oct 6, 2026 | |
Lodebreaker In-game content art | Some character, background and icon artwork was created using AI tools and edited during development. | Boogygames | - | Oct 6, 2026 | |
I'M DEFINITELY IN A BASEMENT In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
ROUGH CROSSING In-game content artaudiotext | AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay. | Summer | - | Oct 6, 2026 | |
StoryNow Live AI art | StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service. | pakyinwww | - | Oct 6, 2026 | |
Unwritten Live AI text | Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer. | Romain Brancherie | - | Oct 6, 2026 | |
Stay Extinct In-game content artaudiotext | We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game.
- 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style.
- Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image.
- Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models.
- Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation.
- Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced.
- Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer.
- Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above.
Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play. | windurex | - | Oct 6, 2026 | |
TAKEN Store/marketing art | Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay. | MIZANUR RAHMAN | - | Oct 6, 2026 | |
Dreads to Digest - Hunter or Hunted In-game content art | Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay. | Vethroxdev | - | Oct 6, 2026 | |
Mr. StoryTeller In-game content audioart | This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references.
The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author. | Erick Alejandro Perez Orona | - | Oct 6, 2026 | |
Slide or Fry In-game content artaudiotext | AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services. | Ring Forge | - | Oct 6, 2026 | |
怪谈牌 In-game content artaudiotext | Generative AI tools were used during development to assist in creating some artwork, music, sound effects, and promotional materials, and in drafting and translating text. These materials are prepared before release. The game does not generate AI content during gameplay or connect to external AI services. | Studio MING | - | Oct 6, 2026 | |
THE GODDESS TOLD ME: Steal That Loaf of Bread In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
deep rabbit hole Dev only code | [Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process. | Slow step | - | Oct 6, 2026 | |
Warstead In-game content artaudio | Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process. | Night Haven Interactive | - | Oct 6, 2026 | |
Pocket Pasture In-game content art | As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer. | OxygenStudio | - | Oct 6, 2026 | |
Mind Echoes: Broken Vow Collector's Edition In-game content art | In our project, AI was used to partially create art assets, helping our artists bring some ideas to life. | Do Games Limited | - | Oct 6, 2026 | |
Skeleton Crew: Castle Heist In-game content textart | Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets. | Courtney Keyes Studios | - | Oct 6, 2026 | |
Brute Tusk : Feral Store/marketing art | Pre-generated AI content:
Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer | Piri Piri Games | - | Oct 6, 2026 | |
Bearing 2889 In-game content textart | The localization was generated with the help of AI, and artwork was based on game content but polished with AI. | Keycap Games LLC | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
The Final Exhibit In-game content text | AI was used only to help with localization services. | Jo Gaming | - | Oct 6, 2026 | |
Halloween Trick or Treat: Mega Bundle 1 Unclear art | Cleaned up some of the scene backgrounds | Casual Arts | - | Oct 6, 2026 | |
Friends Park In-game content arttext | Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. | Igoroja | - | Oct 6, 2026 | |
General please break through In-game content art | The game propaganda map was created by AI. | NHB | - | Oct 6, 2026 | |
Void Beserk Store/marketing codeart | Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos. | Okiam666 | - | Oct 6, 2026 | |
Faintlight Traveler : Whisper In-game content art | We use generative AI to assist in creating art images, adding more details to our work and speeding up the production process. AI-generated images are primarily used for backgrounds and certain CG details. | FOXZ | - | Oct 6, 2026 | |
DROWSE In-game content arttext | Artificial intelligence was used to generate our Steam achievement icons and some of our localizations.
We're a small independent team of two self-taught developers. If you'd like to help us replace this content on a voluntary basis, please contact us on Discord or email us at contact@milkycocogames.com. | MILKY COCO GAMES | - | Oct 5, 2026 | |
Junk Rush In-game content audio | We don’t particularly like using AI.
Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”.
So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life.
But don’t worry, we haven’t handed over the steering wheel to the robots just yet.
Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist.
As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so.
Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects. | Mobdog Studios | - | Oct 5, 2026 | |
Audioglide In-game content artcode | AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game. | Ospekki | - | Oct 5, 2026 | |
Beatrice In-game content art | The following artworks are AI - Generated:
-Item Icons
-Paintings | BusinessPooh | - | Oct 4, 2026 | |
ARIA - Origin Paradox In-game content artaudio | Generative AI is used during development to create visual and music assets for the game and its promotional materials. It is not used to create the scenario, written text, or voices. All AI-generated assets are pre-generated; the game does not generate content or connect to external AI services during gameplay. | HeartWarmWorkS | - | Oct 4, 2026 | |
The Last Hearth In-game content art | The in-game image, as well as the image on the Steam page, were generated using AI. | Last Hearth Games | - | Oct 4, 2026 | |
Memory House In-game content arttext | Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay. | Germes Studio | - | Oct 4, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Wild Heroes: Fight Together Unclear art | AI assistance used for some visuals. | Smobu | - | Oct 4, 2026 | |
Slimebound In-game content art | Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style. | Frostrune Studios | - | Oct 4, 2026 |