Generative AI tools were employed to assist with localization and the creation of some art assets.
- Creator
- TokishigeMasaki
- Reviews
- -
- Added
- Mar 18, 2026
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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.
The game contains AI-generated artwork.
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
AI-Generated Content Some of the visual content in Oink & Collect was created with the assistance of AI tools. This includes individual card artwork, booster pack illustrations, and in-game graphical elements. All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game. No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay.
UI,Log , and descrption
Hey everyone! To bring this game to life, I've used AI tools to generate the game icon, some marketing materials, and rune holder portraits. These were refined by hand for style consistency. The core gameplay, code, and design are all my original work - hope you enjoy the results!
This game uses some AI-generated shaders, filters, and network-database management code. But everything else is human! #TeamHuman
Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement. This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay.
A minimal portion of assets, including some background elements, voice acting, and marketing materials, was AI-assisted and subsequently heavily reworked by the development team.
This game uses generative AI tools during development to assist in the creation of certain visual assets and programming workflows. All AI-assisted content has been reviewed, edited, and approved by the developer to ensure compliance with Steam’s policies and quality standards.
Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI.
Some of the graphical elements contain AI-generated imagery
The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight.
Some Images and text for the store page are generated by AI. I am solo and I am not much of a writer. The game was coded working hard for 10 months to put this together. It is my first major project in game dev.
Characters and background scenes of the game were made using Generative AI, and while these are generated as placeholders - it's likely that I'll never have the money or time to commission real art. Prove me wrong.
We are using AI to create feature phone-style frames.
Character prototypes and costumes (for the protagonist Luo Hongxue) are manually designed. AI is used to generate scenes (such as background images for Shuiyue Tower and the Cave Mansion), NPC appearances (like the looks of a poor scholar or a fox spirit), and motion modifications (such as adjustments to character spellcasting and walking animations).
部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。
Game store page logo and headers made with ai tool.
Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction.
AI assisted in coding and translation, with human verification.
All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing.
The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated.
I used generative AI tools to assist parts of production, including writing support (proofreading/translation) and the creation of some visual elements. AI was used to generate or iterate on specific visual assets (e.g., promotional images and/or certain 2D visuals), which were then curated and edited by me. Core development decisions (game design, implementation, narrative structure, and final integration) were made by me, and all AI-assisted outputs were reviewed and adjusted to fit the game’s artistic direction.
Background Resource, Localization ( English, Chinese )
The store page and community assets utilized AI-generated content
We use AI tools to generate English voiceovers. These voice lines were manually tuned and refined (using SSML) to ensure emotional accuracy and quality. Additionally, some 2D assets, including UI elements and model textures, were created with the assistance of AI generation tools.
As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork. No people have been replaced by AI.
This game uses pre-rendered generative AI to create its character artwork, environment assets and marketing material. All AI-generated art has been reviewed and edited to ensure it meets our quality standards and does not include illegal or infringing material.
This game uses generative artificial intelligence to create music, sound effects, ambient sounds, images, character models, translations, and marketing materials
Most of the assets generated from AI
Character images where created based on face images of characters. Logos were also generated based on pre-defined descriptions.
AI is used for Code-Debugging and graphic creation. Final graphics are modified versions. This only applies to parts of code blocks and graphics. More then 90% are self-made and handcrafted.
AI is used to generate some 2D assets for the game and the store page.
Some artwork and audio may be generated using AI tools.
Generative AI was used as an assistive tool during development for (a) translating portions of in-game text (always human-reviewed/edited) and (b) creating or iterating some 2D art assets. All AI-assisted content is curated and may be further edited before shipping. No AI features are present in-game at runtime (no user prompts, no procedural AI generation), and no user data is used for AI training.
美术立绘,音乐,语音使用了AI生成技术
We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Generative AI have been used during development to: assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals. help with the writing or rephrasing of certain descriptive texts. All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer. No other artists' works were used as reference to generate anything. Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data.
This game uses generative AI during development in the following areas: * Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game. * Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer. * Programming: AI tools were used to assist with parts of the game's code development. * Store Page: AI tools were used to assist in creating certain store page materials. The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build.
AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons.
The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time.
In the development of PolyGuild Adventurers, generative AI was utilized to assist with the following: In-Game Dialogue: Large Language Models (LLMs) were used to help draft and refine NPC dialogue text and quest descriptions to provide a more immersive and varied experience for players. Store Page Content: AI tools helped in the drafting and formatting of the Steam store page descriptions and marketing copy. Please note that all AI-generated text has been human-reviewed and edited for quality and consistency. No AI was used to generate character models, textures, animations, or sound effects.
为了能够高效地产出作品,我们在: 在角色草图设计环节使用了生成式人工智能辅助; 在场景背景UI设计上使用了生成式人工智能辅助; 在游戏音乐音效上使用了生成式人工智能辅助。 如果您极度仇视人工智能应用,我们感到非常抱歉。 在资金与时间足够的情况下,我们将愿意加入更多人工的内容。 感谢你的观看与支持!
Some art assets were created with the assistance of AI image generation tools and then manually edited and refined.
This game uses music and some visual assets generated with the help of artificial intelligence. All AI-generated content is curated, edited, and integrated by the developers as part of the creative process.
AI has been utilized for some art work.
Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version.
In our project, AI was used to partially create art assets, helping our artists bring some ideas to life.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Myth Finders 2 In-game content art | The game contains AI-generated artwork. | 8floor ltd | - | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Oink & Collect In-game content art | AI-Generated Content
Some of the visual content in Oink & Collect was created with the assistance of AI tools.
This includes individual card artwork, booster pack illustrations, and in-game graphical elements.
All AI-generated content has been reviewed, adjusted, and curated by the developer to ensure style, quality, and consistency within the game.
No AI systems are used to generate player-generated content, and no dynamic AI content creation occurs during gameplay. | Kampfschwein90 | - | Mar 18, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Rune Tower Rampart In-game content art | Hey everyone! To bring this game to life, I've used AI tools to generate the game icon, some marketing materials, and rune holder portraits. These were refined by hand for style consistency. The core gameplay, code, and design are all my original work - hope you enjoy the results! | HyugaHouse Games | - | Mar 18, 2026 | |
Audio Adventurers In-game content artcode | This game uses some AI-generated shaders, filters, and network-database management code.
But everything else is human!
#TeamHuman | Nick Sibicky | - | Mar 18, 2026 | |
Elven Desire In-game content art | Some of the images in this game, especially the artwork, were created using AI tools as a visual supplement.
This creative choice allowed me to focus more time and resources on what matters most, delivering longer, more engaging, and fun gameplay. | Red Sasori | - | Mar 18, 2026 | |
KNAD - First Chapter In-game content artaudio | A minimal portion of assets, including some background elements, voice acting, and marketing materials, was AI-assisted and subsequently heavily reworked by the development team. | Matt Against Yokai | - | Mar 18, 2026 | |
难蚌尖塔 In-game content artcode | This game uses generative AI tools during development to assist in the creation of certain visual assets and programming workflows. All AI-assisted content has been reviewed, edited, and approved by the developer to ensure compliance with Steam’s policies and quality standards. | JOYBOY | - | Mar 18, 2026 | |
Mithril & Mud Dev only code | Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI. | CampbellSoft Studios | - | Mar 18, 2026 | |
DRAWCERY In-game content art | Some of the graphical elements contain AI-generated imagery | Spookjump | - | Mar 18, 2026 | |
Iron Legacy In-game content artcode | The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight. | Static Fluid | - | Mar 18, 2026 | |
Aura Store/marketing textart | Some Images and text for the store page are generated by AI. I am solo and I am not much of a writer. The game was coded working hard for 10 months to put this together. It is my first major project in game dev. | Caydn Lofton | - | Mar 18, 2026 | |
One Hundred Years Amazonian Dungeon In-game content art | Characters and background scenes of the game were made using Generative AI, and while these are generated as placeholders - it's likely that I'll never have the money or time to commission real art. Prove me wrong. | StarsickleGames | - | Mar 18, 2026 | |
Revenger In-game content art | We are using AI to create feature phone-style frames. | nazenaninadesico | - | Mar 18, 2026 | |
Mythic Lunar Ascendant In-game content art | Character prototypes and costumes (for the protagonist Luo Hongxue) are manually designed. AI is used to generate scenes (such as background images for Shuiyue Tower and the Cave Mansion), NPC appearances (like the looks of a poor scholar or a fox spirit), and motion modifications (such as adjustments to character spellcasting and walking animations). | fanarchi | - | Mar 18, 2026 | |
仙源录 In-game content art | 部分美术资源使用AI工具生成初始概念图,之后由开发者进行手动调整和修改。最终作品结合了AI生成的基础设计和人工艺术修订。 | BrillianT | - | Mar 18, 2026 | |
Super Clown Obstacles Store/marketing art | Game store page logo and headers made with ai tool. | Tero Lunkka | - | Mar 18, 2026 | |
MechaCorps Draft In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction. | MechaCorps Games | - | Mar 18, 2026 | |
The Book of Prosperity In-game content codetext | AI assisted in coding and translation, with human verification. | SingKeys | - | Mar 18, 2026 | |
Symbolika In-game content artaudio | All visual assets in the game, including character portraits, backgrounds, user interface (UI) elements, icons, and menus, were created using generative Artificial Intelligence tools. Additionally, all the background music and musical tracks were also composed and generated using AI. All of these assets are pre-rendered during development ; there is no live AI generation occurring in real-time while the user is playing. | Romain LGD | - | Mar 18, 2026 | |
Zero To Hero Idle Dev only code | The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated. | AlexBR | 14 | Mar 18, 2026 | |
Echoes of a Thread Store/marketing arttext | I used generative AI tools to assist parts of production, including writing support (proofreading/translation) and the creation of some visual elements. AI was used to generate or iterate on specific visual assets (e.g., promotional images and/or certain 2D visuals), which were then curated and edited by me. Core development decisions (game design, implementation, narrative structure, and final integration) were made by me, and all AI-assisted outputs were reviewed and adjusted to fit the game’s artistic direction. | Alexis Chanyabanchachai | - | Mar 18, 2026 | |
HARSH REIGNS In-game content text | Background Resource,
Localization ( English, Chinese ) | Patron Minette | - | Mar 18, 2026 | |
无极之境:放置 Store/marketing art | The store page and community assets utilized AI-generated content | 彩虹工坊 | - | Mar 18, 2026 | |
To The Deep In-game content audioart | We use AI tools to generate English voiceovers. These voice lines were manually tuned and refined (using SSML) to ensure emotional accuracy and quality. Additionally, some 2D assets, including UI elements and model textures, were created with the assistance of AI generation tools. | kay56 | - | Mar 18, 2026 | |
SpiritBorn Dev only art | As a solo developer, this project would not have been possible without the use of AI tools during early production to generate placeholder assets. Most if not all of these assets will be replaced with original artwork.
No people have been replaced by AI. | Highforge Studios | - | Mar 18, 2026 | |
Tetrarchon In-game content art | This game uses pre-rendered generative AI to create its character artwork, environment assets and marketing material. All AI-generated art has been reviewed and edited to ensure it meets our quality standards and does not include illegal or infringing material. | Fallen Angel Studio | - | Mar 18, 2026 | |
Hero Survival In-game content audioarttext | This game uses generative artificial intelligence to create music, sound effects, ambient sounds, images, character models, translations, and marketing materials | Surcabit | - | Mar 18, 2026 | |
Vistrace Unclear | Most of the assets generated from AI | skyrocket | - | Mar 18, 2026 | |
Redshaw Valley In-game content art | Character images where created based on face images of characters. Logos were also generated based on pre-defined descriptions. | Ian Maines | - | Mar 18, 2026 | |
Neverpaw In-game content artcode | AI is used for Code-Debugging and graphic creation. Final graphics are modified versions. This only applies to parts of code blocks and graphics. More then 90% are self-made and handcrafted. | Mask & Paw Studio | - | Mar 18, 2026 | |
Rivet & Ruin In-game content art | AI is used to generate some 2D assets for the game and the store page. | Gargantua Interactive | - | Mar 18, 2026 | |
Sigma Protocol In-game content artaudio | Some artwork and audio may be generated using AI tools. | NextGen Solutions LLC | - | Mar 18, 2026 | |
The Eighth Squad In-game content textart | Generative AI was used as an assistive tool during development for (a) translating portions of in-game text (always human-reviewed/edited) and (b) creating or iterating some 2D art assets. All AI-assisted content is curated and may be further edited before shipping. No AI features are present in-game at runtime (no user prompts, no procedural AI generation), and no user data is used for AI training. | Diego Álvarez Allas | - | Mar 18, 2026 | |
荒古遗迹 In-game content artaudiotext | 美术立绘,音乐,语音使用了AI生成技术 | HaoJunDeveloper | - | Mar 18, 2026 | |
Avalon Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | Mar 18, 2026 | |
The Last Errant In-game content arttext | Generative AI have been used during development to:
assist with visual ideation (preliminary concepts and artistic inspiration) and some initial visuals.
help with the writing or rephrasing of certain descriptive texts.
All content present in the game (gameplay, mechanics, final visuals, interfaces, animations, and balancing) has been designed, selected, modified, and integrated manually by the developer.
No other artists' works were used as reference to generate anything.
Generative artificial intelligence is not used during gameplay, does not influence in-game decisions, and does not interact with player data. | Porthox | - | Mar 18, 2026 | |
Keepwright In-game content textartcode | This game uses generative AI during development in the following areas:
* Localization: AI tools were used to assist with translating some in-game text. All translations are reviewed and edited by the developer before being included in the game.
* Art Assets: AI tools were used to assist in creating some visual assets. All generated materials are selected, edited, and finalized by the developer.
* Programming: AI tools were used to assist with parts of the game's code development.
* Store Page: AI tools were used to assist in creating certain store page materials.
The game does not include any live-generated AI content. All AI-assisted content is generated during development, reviewed by a human, and finalized before being included in the shipped build. | FRIVER | - | Mar 18, 2026 | |
Void Vow In-game content textart | AI was used to assist in drafting, refining, and translating the store page's Short Description and Long Description. This was done to ensure better readability, clarity, and grammatical accuracy for players. The final content was reviewed, edited, and approved by the developer to ensure it accurately reflects the gameplay experience. As well as assisting in the creation of some 2D UI elements and icons. | Btyou | - | Mar 18, 2026 | |
Uranium Wars: Apocalypse! In-game content audio | The use of "AI" in my games is purely sound based as that is more affordable, though it may be replaced out in time. | Giga Raptor | - | Mar 18, 2026 | |
PolyGuildAdventurers In-game content text | In the development of PolyGuild Adventurers, generative AI was utilized to assist with the following:
In-Game Dialogue: Large Language Models (LLMs) were used to help draft and refine NPC dialogue text and quest descriptions to provide a more immersive and varied experience for players.
Store Page Content: AI tools helped in the drafting and formatting of the Steam store page descriptions and marketing copy.
Please note that all AI-generated text has been human-reviewed and edited for quality and consistency. No AI was used to generate character models, textures, animations, or sound effects. | EloiR | - | Mar 18, 2026 | |
游戏降临:我的系统异常(海外测试版) In-game content artaudio | 为了能够高效地产出作品,我们在:
在角色草图设计环节使用了生成式人工智能辅助;
在场景背景UI设计上使用了生成式人工智能辅助;
在游戏音乐音效上使用了生成式人工智能辅助。
如果您极度仇视人工智能应用,我们感到非常抱歉。
在资金与时间足够的情况下,我们将愿意加入更多人工的内容。
感谢你的观看与支持! | 青岛绛临网络科技有限公司 | - | Mar 18, 2026 | |
Ergo Adventure In-game content art | Some art assets were created with the assistance of AI image generation tools and then manually edited and refined. | Universal Oath Studios | - | Mar 18, 2026 | |
Dice Beauty: Roguelike Tactics In-game content audioart | This game uses music and some visual assets generated with the help of artificial intelligence. All AI-generated content is curated, edited, and integrated by the developers as part of the creative process. | Wardrobe Entertainment | - | Mar 18, 2026 | |
UnDiced In-game content art | AI has been utilized for some art work. | Lbros | - | Mar 18, 2026 | |
Babelum In-game content audio | Father, PhD student, and Software Engineer during the day; game developer at night. This game was developed solo by me over two years, with no significant budget, and before AI was cool: #realindie #livingthedream. All visual assets and other in-game content were created by humans or purchased from human creators. The only exception is the voice work, which was produced using paid professional voice synthesis software rather than human voice actors due to budget limitations (#realindie #solodev). If the game generates enough revenue and there is community interest, I plan to replace it with real voice acting in a future version. | Retro Tales | - | Mar 18, 2026 | |
Hidden Legacy: Whispering Walls 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 | - | Mar 18, 2026 |