Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
- Creator
- Queen
- Reviews
- -
- Added
- Mar 18, 2026
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Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
For the non-English versions of this game, we have used AI to generate the translations.
- Character Illustration - Character Modeling - Monster Modeling - And More…
This game has AI generated music.
During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models
Translation
The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game. The art from the tabletop game is NOT AI generated art but AI assisted. All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image. This process ensures that NO ONE'S art is stolen. On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others.
Can have Stock Icons or Covers AI generated Content included
Because I'm developing this game solo, I use generative to iterate quickly and rapidly produce content.
This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations.
Artificial Intelligence was used for vocalization.
Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash.
Uses artificial intelligence to generate high-quality main quests, side quests and game scenes. All AI-created quests are story-driven and interconnected, not shallow or repetitive filler.
This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development.
Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay.
Some images are generated using ai and some code is written with the help of ai.
We use AI for dev placeholders. UI Icons for now.
AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts.
This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted.
Background images, desaturated images, logo.
The following languages are supported using AI translation, with final proofreading and adjustments by the developer. English · Simplified Chinese · Traditional Chinese Some text added in updates for other languages also uses AI translation.
AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget.
AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented.
Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials. These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision. We value transparency, and we encourage players to consider this information when deciding whether the game is right for them.
As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience.
AI was used to help with coding and creating concept art.
few icons
The game does not generate content at runtime using AI. Generative AI tools were used only during development to assist with the creation of visual assets. All AI-assisted assets were reviewed, edited, and finalized by the development team to ensure originality and compliance with copyright laws. Players cannot generate or upload AI-generated content within the game.
Only a few of the materials are created by AI.
Some assets are generated by generative AI.
AI was used for backup assets that most likely have already been replaced by artists.
"Generative AI tools were used during the development of this game. Code: AI was used as a coding assistant to improve development efficiency and debugging. Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style."
Photo creation
Upgrade names based on player progress Short functional descriptions for power-ups Lore quotes from "Ancient Penguin Spirits" How it works: When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese). Player experience: AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes.
The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions. Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer. To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer.
Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI.
Some AI sound effects and music.
The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer.
Some images on the store page and in game were created using AI tools.
A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style.
AI-generated content—most of the artwork, aside from the UI, is generated or modified by AI.
🎮 About the Development of this game As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation: Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction.
Partly AI Logo
I used AI for generating some images
Asset created by AI included
Store page capsule image was sketched by a human artist and refined using AI. AI was also used for localization.
Generative AI has been used to create marketing content (game poster, capsule image) for this game.
No AI is used in core development. We use AI sparingly for some initial aspects such as toy mock ups - all final models are made by our team. We also use to aid in ideation, some social media graphics, voices, sound track and renders. All core aspects, such as development work, maps, VFX, final toy models and code are done by hand and our development team of 30.
A small number of assets have been created with AI assistance as well as some of the marketing text on the store page.
We use tools like GitHub Copilot during development. However, all code is verified by our 2 member team, with over 30 years combined experience.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dragon Guardians In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | - | Mar 18, 2026 | |
Vampire's Fall 2 In-game content text | For the non-English versions of this game, we have used AI to generate the translations. | Early Morning Studio | 997 | Mar 18, 2026 | |
Checkmate Defence Unclear art | - Character Illustration
- Character Modeling
- Monster Modeling
- And More… | Checkmate Defence | - | Mar 18, 2026 | |
MYCO In-game content audio | This game has AI generated music. | LilyPadDev | - | Mar 18, 2026 | |
Deadrock Salvation In-game content art | During the dialogue sequences, the characters avatar representations have been created using AI image generation tools based on original 3D images of the in-game models | Ghost Machine | 37 | Mar 18, 2026 | |
Pure Combat Unclear text | Translation | ddsolo | - | Mar 18, 2026 | |
Heroes of Arcania In-game content art | The art in this demo was either directly created using the visual assets of the Second Edition of the tabletop game "Heroes of Arcania" or inspired by/edited to be a close approximation of the visual assets of said tabletop game.
The art from the tabletop game is NOT AI generated art but AI assisted.
All of the art started as a drawing or photograph created by the original artist which was then used as a base image that was processed by AI to sharpen the image.
This process ensures that NO ONE'S art is stolen.
On top of this, every one of the over 750 unique images used for the tabletop game is put through google image search. If any come back with a result other than "No image found", it is replaced to ensure due diligence is done to protect others. | Two Brain Games | - | Mar 18, 2026 | |
The Krampus Game In-game content art | Can have Stock Icons or Covers AI generated Content included | Gaming Limited | - | Mar 18, 2026 | |
Airsoft Allstars Unclear artaudiotextcode | Because I'm developing this game solo, I use generative to iterate quickly and rapidly produce content. | Nekomata Games LLC | - | Mar 18, 2026 | |
Corner King: Boxing Manager In-game content audioarttext | This game used generative AI to create some of the sound effects for the fight simulation, some UI and artwork assets for the store page and the in-game UI, and the base text translations. | Temporal Lure | 25 | Mar 18, 2026 | |
La Cosa Nostra In-game content audio | Artificial Intelligence was used for vocalization. | Zi Zi Games | - | Mar 18, 2026 | |
Promptables - Das KI-Duell Live AI text | Promptable's core mechanic uses an LLM to evaluate creature's abilities and evaluate what happens in a certain situation when you and your opponent clash. | Emergo Entertainment | 22 | Mar 18, 2026 | |
Tales of Medieval Duelists In-game content text | Uses artificial intelligence to generate high-quality main quests, side quests and game scenes.
All AI-created quests are story-driven and interconnected, not shallow or repetitive filler. | Alex | - | Mar 18, 2026 | |
Castle In-game content art | This uses AI-assisted tools within software like Adobe Photoshop, Adobe Illustrator, or programs such as Topaz Gigapixel to enhance or upscale texture quality in development. | ReignFall Games | - | Mar 18, 2026 | |
Operation Obliteration 2 In-game content art | Promotional graphics for loading title were AI generated. All screenshots and videos are of actual gameplay. | Oblit Gamewerks | - | Mar 18, 2026 | |
Portal Guardian In-game content artcode | Some images are generated using ai and some code is written with the help of ai. | Sassy Cat Games | - | Mar 18, 2026 | |
Null Reach In-game content art | We use AI for dev placeholders. UI Icons for now. | Vessel Horizon | - | Mar 18, 2026 | |
Ramming Turtleship - 1592: The Imjin War Store/marketing artcode | AI tools were used to generate some graphical assets for the store page (capsules, logos) and to assist with coding scripts. | Dreampanda | - | Mar 18, 2026 | |
3876 AD: Corruption In-game content artaudiocode | This game is being developed with the help of AI tools as an ongoing aid in coding, generating visuals and some sound effects. The main in-game soundtrack as well as the tileset artwork have been hand-crafted. | OpenSplit | - | Mar 18, 2026 | |
Swords And Magic: Path Of Conquest Unclear art | Background images, desaturated images, logo. | ShadowMoon Wolf Game Tech Ltd | 118 | Mar 18, 2026 | |
OVER THE TOWER In-game content text | The following languages are supported using AI translation, with final proofreading and adjustments by the developer.
English · Simplified Chinese · Traditional Chinese
Some text added in updates for other languages also uses AI translation. | HiyashiMinaduki | 140 | Mar 18, 2026 | |
禁忌长生:低语修真 In-game content artaudio | AI assistance was used for the visuals and music, while a large amount of hand-drawn modification was done for the artwork. On one hand, this was to enrich the game content, and on the other hand, it was due to limited personal development time and budget. | 逐梦工作室 | - | Mar 18, 2026 | |
Cosmic Gold Rush In-game content artcode | AI tools were used as part of the development process to assist with artwork and coding. All final assets and gameplay content are human-curated and implemented. | Prospera Mentis | - | Mar 18, 2026 | |
Atheris In-game content art | Atheris is developed by a very small independent studio. Due to limited resources, we occasionally rely on generative AI tools for specific visual elements, such as some in-game illustrations, assets and marketing materials.
These tools are used thoughtfully and selectively, always under human direction, to preserve a cohesive artistic vision.
We value transparency, and we encourage players to consider this information when deciding whether the game is right for them. | Weird Potro Studio | - | Mar 18, 2026 | |
Sunset Sprinters '98 In-game content artaudiocode | As a solo developer project, this game leverages generative AI technologies to enable a full-scale production. AI tools were used to generate the C# codebase, visual assets (sprites, backgrounds), Sounds and audio tracks. All content was directed, compiled, and curated by the human developer to ensure a consistent gameplay experience. | TrihermesGames LLC | - | Mar 18, 2026 | |
Blue Blaze Dev only codeart | AI was used to help with coding and creating concept art. | SixCats | - | Mar 18, 2026 | |
SECTOR LOCKDOWN In-game content art | few icons | NDDP | - | Mar 18, 2026 | |
Greedling: 2D Boss Rush In-game content art | The game does not generate content at runtime using AI.
Generative AI tools were used only during development to assist with the creation of visual assets.
All AI-assisted assets were reviewed, edited, and finalized by the development team to ensure originality and compliance with copyright laws.
Players cannot generate or upload AI-generated content within the game. | Goblin Catapult Studio | - | Mar 18, 2026 | |
A Camera Duel! Unclear | Only a few of the materials are created by AI. | JamieEng542 | - | Mar 18, 2026 | |
Battle for the raise In-game content | Some assets are generated by generative AI. | Froste Tail Games | - | Mar 18, 2026 | |
Everfall 2: Idle Dungeon RPG Dev only art | AI was used for backup assets that most likely have already been replaced by artists. | GameDevJoey | 39 | Mar 18, 2026 | |
ClawBurst In-game content artcode | "Generative AI tools were used during the development of this game.
Code: AI was used as a coding assistant to improve development efficiency and debugging.
Art: AI tools were used to generate drafts for some character designs, icons, and background images. All AI-generated assets were manually reviewed, retouched, and polished by the developer to fit the game's style." | GunGunDev | - | Mar 18, 2026 | |
Northern Adam: The Saga of Revenge Unclear art | Photo creation | Fallen Games | - | Mar 18, 2026 | |
Arctic Survivors In-game content text | Upgrade names based on player progress
Short functional descriptions for power-ups
Lore quotes from "Ancient Penguin Spirits"
How it works:
When players level up during gameplay, the AI creates contextual narrative elements based on the player's current level, recent performance, and the type of upgrade being offered. This content is generated in real-time and adapts to the language setting (English or Traditional Chinese).
Player experience:
AI-generated content is limited to optional narrative flavor text only. All core gameplay, mechanics, weapons, enemies, and progression systems are pre-designed by the developer. The AI does not affect game balance, difficulty, or player outcomes. | The Survivors | - | Mar 18, 2026 | |
What A World In-game content codeaudioart | The game was programmed by the developer. AI was used as a code-reviewer and suggested changes were implemented within individual functions.
Some sound effects were AI generated. Others were legally sourced or recorded by the developer. All sound effects were edited by the developer.
To the best of my knowledge, no AI generated images exist in this game. Every animation in the game was made by the developer. Some of the background objects, tile sprites, and fire sprites were sourced from legally purchased asset packs and then modified by the developer. | Jesse Bensen | - | Mar 18, 2026 | |
The Other Me Reborn In-game content art | Only certain visual assets such as the cover art, banners, and installation icons were created using AI. No in-game content, gameplay elements, or narrative assets were generated with AI. | Anomalybyte Studio | - | Mar 18, 2026 | |
Wings of Vi 2 In-game content audio | Some AI sound effects and music. | Grynsoft | - | Mar 18, 2026 | |
Saveggies In-game content text | The translations in this game (excluding English and Polish) were prepared with the assistance of artificial intelligence. Each text has been verified and edited by the developer. | melancode | - | Mar 18, 2026 | |
Behold the Horde In-game content art | Some images on the store page and in game were created using AI tools. | Dawnless Interactive | - | Mar 18, 2026 | |
GlowBorn In-game content art | A portion of this game's art assets were initially generated using AI tools and subsequently edited and polished by the developer to fit the game's visual style. | Three Old Pals | - | Mar 18, 2026 | |
遗物路:Relic Road In-game content art | AI-generated content—most of the artwork, aside from the UI, is generated or modified by AI. | ReRoadGame | - | Mar 18, 2026 | |
Three Kingdoms:Explosive Battle Store/marketing art | 🎮 About the Development of this game
As a project developed by a solo creator with limited manpower, Explosive Battle is dedicated to delivering a battlefield that feels both familiar and freshly innovative. Here is our transparent disclosure regarding the game's content creation:
Character Concept Art: During the conceptual design phase, generative AI tools were used for style exploration, initial composition, and editing of key art (such as the store capsule images). This helped in finding a unique visual direction. | DeerChaser | - | Mar 18, 2026 | |
Idle Demon Summoner Store/marketing art | Partly AI Logo | Chrio Games | - | Mar 18, 2026 | |
Battlemage Ascension Unclear art | I used AI for generating some images | Alex H | - | Mar 18, 2026 | |
Halls of the damned In-game content | Asset created by AI included | Team EX | - | Mar 18, 2026 | |
King's Downfall In-game content arttext | Store page capsule image was sketched by a human artist and refined using AI.
AI was also used for localization. | Lukas Osouch | - | Mar 18, 2026 | |
LOZT: Legion of Zombie Terrors Store/marketing art | Generative AI has been used to create marketing content (game poster, capsule image) for this game. | Wizard Games Inc. | - | Mar 18, 2026 | |
Bedroom Brawl In-game content artaudiotext | No AI is used in core development. We use AI sparingly for some initial aspects such as toy mock ups - all final models are made by our team. We also use to aid in ideation, some social media graphics, voices, sound track and renders. All core aspects, such as development work, maps, VFX, final toy models and code are done by hand and our development team of 30. | RED Gaming LLC | - | Mar 18, 2026 | |
Elegon Store/marketing arttext | A small number of assets have been created with AI assistance as well as some of the marketing text on the store page. | Keone | - | Mar 18, 2026 | |
DreadHold Dev only code | We use tools like GitHub Copilot during development.
However, all code is verified by our 2 member team, with over 30 years combined experience. | Sam Parton | - | Mar 18, 2026 |