AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff.
- Creator
- Henrik 'WackyJacky101' Kjærulff
- Reviews
- -
- Added
- Jul 15, 2026
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AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff.
AI was used to translate the in-game language.
Generative AI was used during development to assist with portions of the game's artwork, Steam store assets, sound effects, and voice narration. All AI-assisted content has been reviewed, edited, and/or refined by the developer. No generative AI is used during gameplay.
Some assets were created with generative AI tools and then edited.
Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game.
Some of the content in SacriForge was created with the help of generative AI tools during development, including 2D art and illustrations, music, sound effects, and text. All AI-assisted content was reviewed and edited by the developer.
This game was developed with the assistance of generative AI. AI was used to help create code, written content, and some visual assets under the developer's direction. All AI-generated content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay.
Some of the 2D art in Farmabot — including certain character, creature and crop sprites, cutscene background illustrations, and the game's store page / marketing images (capsules, icon, key art) — was produced with the assistance of locally-run generative AI image tools (Stable Diffusion). All AI-assisted assets are pre-generated (there is no live or runtime AI generation in the game); every asset was curated, edited, and assembled by the developer before inclusion.
The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI.
Lumenfall is built by a small studio using AI-assisted development tools. Some pre-generated content — including portions of the game's code, the store page text, and the 2D promotional/capsule artwork and achievement icons — was created with the help of AI tools, always under human direction and review. The game does not generate any content with AI at runtime; everything you play is fixed, hand-tuned content.
We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons. The final release version of the game will not use AI-generated content.
All songs in **GALAXY BEAT** credited to the artist **"Nullspecter"** were created using AI. In addition, some of the album artwork and UI images included in **GALAXY BEAT** were created with the assistance of AI.
AI assisted drafting was used for the Steam store page text and marketing copy. The game does not use generative AI to create runtime gameplay content or player facing outputs during play.
This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort.
Disclaimer - AI has been used as a tool in some code elements.
Some assets on my store page are optimized with generative AI.
Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools.
AI tools are used exclusively to translate game content into different languages.
Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction.
Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game.
Some of the game's graphical assets were initially generated using AI and then manually retouched and finalized by the developer.
Artificial intelligence was used to create textures in the game.
imge,music
Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime.
AI helps me generate background pictures, Steam store images and complete language translation tasks.
This game includes some AI generated content using Adobe Firefly. Some of the dialog backgrounds are AI generated textures. The Story video and the Level Loading videos are AI generated. This disclosure is provided so players can make an informed purchasing decision based on their own preferences. AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics.
Generative AI tools were used during development to assist with some code, visual assets, and English voice and audio content. The game's design, selection, editing, integration, balancing, testing, and final creative decisions are handled and reviewed by the developer before release.
Various usages of LLM's and Generative Ai used in development
Pre-generated AI tools were used during development to create the game's soundtrack and sound effects, and to assist with portions of its application icon and promotional key art. Those assets were selected, integrated, and reviewed by the developer. No AI content is generated during gameplay.
Background images and static game assets were partially generated using AI.
AI tools were used to assist in creating store page artwork and promotional materials.
Some store page visuals and marketing materials were created with the assistance of AI image generation tools. All in-game assets are human-made or licensed from asset stores.
Menu backgrounds created using generative AI and then manually edited.
Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts.
We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time.
Generative AI was used to assist in the creation of some in-game text and dialogue. All other game assets, including textures, models, and sound, were created without the use of generative AI.
AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons.
This product uses generative AI only for some visual content, including in-game sprite images and promotional/store artwork such as capsule images, key art, logos, and character/instrument illustrations. AI is not used to generate live gameplay content in real time.
The images of passengers are AI generated.
We use AI for our sounds.
This game uses generative AI to assist in creating some design concepts and visual assets. All output is reviewed and refined by the developer.
Some of the paintings featured in the game were partially generated using generative AI.
Space Delivery is a solo indie project by Christian Wolf. Generative AI was one of the tools used to make it: all character voice-over and some sound effects were generated with ElevenLabs, AI image tools were used for the game's icons and some other menu/UI artwork, and AI tools were used to translate the game and its store page from English. The trailer and promotional images were assembled using AI tools from the game's own assets. AI also assisted with coding and design during development. All game design, art direction, and final creative decisions were made by the developer.
Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay.
Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future.
AI Voices.
AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game.
AI is used to enhance images and icons by applying filters and visual refinements to assets we originally created ourselves.
Generative AI tools were used during development to assist with parts of the localization process and certain development workflows.
Generative AI tools were used during development as creative and technical assistance, including support for programming, debugging, text drafting, localization, and some visual/marketing asset iteration. The game does not generate AI content during gameplay. All final content included in the game and store page was reviewed, selected, and edited by the developer before publication.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Digital Survivor In-game content artcode | AI was used for the code base and art/design of the game to allow development by only one person, Henrik Kjærulff. | Henrik 'WackyJacky101' Kjærulff | - | Jul 15, 2026 | |
malang girl In-game content text | AI was used to translate the in-game language. | malangsoft | - | Jul 15, 2026 | |
Mine the Deep In-game content artaudio | Generative AI was used during development to assist with portions of the game's artwork, Steam store assets, sound effects, and voice narration. All AI-assisted content has been reviewed, edited, and/or refined by the developer. No generative AI is used during gameplay. | WRONG POTATO GAMES | - | Jul 15, 2026 | |
Galactic Sentinels In-game content art | Some assets were created with generative AI tools and then edited. | Lordoomer | - | Jul 15, 2026 | |
I'm Just a Wall Dev only code | Some of the game's code was written with the assistance of AI coding tools. There are no AI-generated assets in the game. | Salt&Vinegar | - | Jul 15, 2026 | |
SacriForge In-game content artaudiotext | Some of the content in SacriForge was created with the help of generative AI tools during development, including 2D art and illustrations, music, sound effects, and text. All AI-assisted content was reviewed and edited by the developer. | RapidRush | - | Jul 15, 2026 | |
Coin & Steel In-game content arttextcode | This game was developed with the assistance of generative AI. AI was used to help create code, written content, and some visual assets under the developer's direction. All AI-generated content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay. | Akelmor Game Studio | - | Jul 15, 2026 | |
Farmabot In-game content art | Some of the 2D art in Farmabot — including certain character, creature and crop sprites, cutscene background illustrations, and the game's store page / marketing images (capsules, icon, key art) — was produced with the assistance of locally-run generative AI image tools (Stable Diffusion). All AI-assisted assets are pre-generated (there is no live or runtime AI generation in the game); every asset was curated, edited, and assembled by the developer before inclusion. | Mineabot | - | Jul 15, 2026 | |
ClassWarfare In-game content artaudiotextcode | The entirety of the game from the code to the art to the music WAS GENERATED WITH AI. This is not a disguise, I do not know how to build an entire game from scratch by myself. The story, characters, and concept art was created entirely by me and partly with my best friend Xavier, but everything in game is made using AI. | LivingDew | - | Jul 15, 2026 | |
Lumenfall In-game content codetextart | Lumenfall is built by a small studio using AI-assisted development tools. Some pre-generated content — including portions of the game's code, the store page text, and the 2D promotional/capsule artwork and achievement icons — was created with the help of AI tools, always under human direction and review. The game does not generate any content with AI at runtime; everything you play is fixed, hand-tuned content. | Luminary Analytics | - | Jul 15, 2026 | |
Rebuilt: Last Settlement In-game content art | We use AI-generated or AI-assisted content for some announcement and promotional materials, including announcement screenshots, trailers, GIFs, and game icons.
The final release version of the game will not use AI-generated content. | Night Farm Studio | - | Jul 15, 2026 | |
GALAXY BEAT | All songs in **GALAXY BEAT** credited to the artist **"Nullspecter"** were created using AI.
In addition, some of the album artwork and UI images included in **GALAXY BEAT** were created with the assistance of AI. | IsezakiGameWorks | - | Jul 15, 2026 | |
Hyperlane Rally Store/marketing text | AI assisted drafting was used for the Steam store page text and marketing copy. The game does not use generative AI to create runtime gameplay content or player facing outputs during play. | Zhang Mingxin | - | Jul 15, 2026 | |
Frontier Survivors In-game content artaudiotextcode | This game was made by 1 person, with the help of AI for the art, coding, sound, story, you name it. This was a lot of work for me the human though, this was not a few prompts, this was many different systems and custom work pipelines I designed completely myself. It took a long time and a huge amount of effort. | MisterEoss | - | Jul 15, 2026 | |
Delivery Today Dev only code | Disclaimer - AI has been used as a tool in some code elements. | No Ideas Gaming | - | Jul 15, 2026 | |
浩游超超超变 Store/marketing art | Some assets on my store page are optimized with generative AI. | 浩游超超超变 | - | Jul 15, 2026 | |
Concrete Carnage: Scrapheap In-game content text | Generative AI tools were used to translate in-game text. Translations into languages spoken by the development team have been reviewed and corrected. Other languages rely primarily on these AI tools. | SpaceCan | - | Jul 15, 2026 | |
GrindFall In-game content text | AI tools are used exclusively to translate game content into different languages. | OnePersonDevelopment | - | Jul 15, 2026 | |
3DMOBA In-game content arttext | Some non-core content in this game was created with the assistance of generative AI, including certain concept artwork, icons, promotional materials, and text. All AI-generated content has been reviewed, edited, and integrated by the development team to ensure it meets the game's quality standards and artistic direction. | LEI LIU | - | Jul 15, 2026 | |
PHANTOM TAG: MANIFEST In-game content audio | Some of the sounds (such as BGM arrangements and sound effects) were created in advance using AI and are included in the game. | Claytechworks | - | Jul 15, 2026 | |
Blue Flag Down, Guard Up In-game content art | Some of the game's graphical assets were initially generated using AI and then manually retouched and finalized by the developer. | RetroSweetsClub | - | Jul 15, 2026 | |
Crew Up In-game content art | Artificial intelligence was used to create textures in the game. | Kavunovskiy | - | Jul 15, 2026 | |
Sword of Ace Unclear artaudio | imge,music | Gemma Soft | - | Jul 15, 2026 | |
FPV PVP In-game content art | Some promotional and marketing materials for FPV PVP - specifically the cinematic announcement trailer and portions of the Steam store capsule/key artwork - were produced with the help of generative AI video and image tools, using our own original in-game drone model and game assets as the reference input. All in-game content (gameplay, 3D models, maps, UI, code and audio) is created by the developer and is not generative-AI content. The game does not generate any AI content live at runtime. | EverLifeLab | - | Jul 15, 2026 | |
zero contact In-game content arttext | AI helps me generate background pictures, Steam store images and complete language translation tasks. | JasonCraft | - | Jul 15, 2026 | |
Mutant Scavenger In-game content arttext | This game includes some AI generated content using Adobe Firefly.
Some of the dialog backgrounds are AI generated textures.
The Story video and the Level Loading videos are AI generated.
This disclosure is provided so players can make an informed purchasing decision based on their own preferences.
AI was not used to create any gameplay code, Blueprints, game systems, level design, environments, or game mechanics. | Demenzun Media | - | Jul 15, 2026 | |
Nova Swarm In-game content artaudiocode | Generative AI tools were used during development to assist with some code, visual assets, and English voice and audio content. The game's design, selection, editing, integration, balancing, testing, and final creative decisions are handled and reviewed by the developer before release. | Tiny Foundry | - | Jul 15, 2026 | |
Fire Everything! Unclear artaudiocodetext | Various usages of LLM's and Generative Ai used in development | MindWroughtGames | - | Jul 15, 2026 | |
ChonkBlocker In-game content audioart | Pre-generated AI tools were used during development to create the game's soundtrack and sound effects, and to assist with portions of its application icon and promotional key art. Those assets were selected, integrated, and reviewed by the developer. No AI content is generated during gameplay. | Chonkbase | - | Jul 15, 2026 | |
ValveTestApp4639000 In-game content art | Background images and static game assets were partially generated using AI. | John Crank | - | Jul 15, 2026 | |
Armeda Store/marketing art | AI tools were used to assist in creating store page artwork and promotional materials. | Robert Craig Barnhart | - | Jul 15, 2026 | |
One Hit Out art | Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores. | Talking Potato | - | Jul 15, 2026 | |
Shibuya 88 StarBurner In-game content art | Menu backgrounds created using generative AI and then manually edited. | Xayba | - | Jul 15, 2026 | |
Panel Panic In-game content artcode | Claude Code was used to scaffold most of the Rust code for this game, and the art assets were built from prompting latent diffusion models with human hand drawn sketches and text prompts. | DuGames | - | Jul 15, 2026 | |
GearGrave In-game content art | We used generative AI tools to assist in creating in-game background illustrations. All AI-generated assets were pre-rendered during development and do not generate content in real-time. | 81MM | - | Jul 15, 2026 | |
MAINTAINER In-game content text | Generative AI was used to assist in the creation of some in-game text and dialogue. All other game assets, including textures, models, and sound, were created without the use of generative AI. | Juan Studios | - | Jul 15, 2026 | |
DIG Raiders: Anomaly Extraction In-game content audio | AI has been used in some store materials, such as audio content. However, the majority of the game’s content is not AI-generated, particularly the main characters, maps, and weapons. | Soda Game Studio | - | Jul 14, 2026 | |
Karaoke Chameleon In-game content art | This product uses generative AI only for some visual content, including in-game sprite images and promotional/store artwork such as capsule images, key art, logos, and character/instrument illustrations. AI is not used to generate live gameplay content in real time. | MiskoPipiskoPictures | - | Jul 14, 2026 | |
The Baggage Room In-game content art | The images of passengers are AI generated. | Terminal 3 Games | - | Jul 14, 2026 | |
Derby Heroines: Run, Bet, Win! In-game content audio | We use AI for our sounds. | SHINISE GAMES | 16 | Jul 13, 2026 | |
VoidEvolve In-game content art | This game uses generative AI to assist in creating some design concepts and visual assets. All output is reviewed and refined by the developer. | LIONMIND AI PTE. LTD. | - | Jul 13, 2026 | |
The Unworty In-game content art | Some of the paintings featured in the game were partially generated using generative AI. | Meetkow | - | Jul 13, 2026 | |
Space Pizza Express In-game content audioarttext | Space Delivery is a solo indie project by Christian Wolf. Generative AI was one of the tools used to make it: all character voice-over and some sound effects were generated with ElevenLabs, AI image tools were used for the game's icons and some other menu/UI artwork, and AI tools were used to translate the game and its store page from English. The trailer and promotional images were assembled using AI tools from the game's own assets. AI also assisted with coding and design during development. All game design, art direction, and final creative decisions were made by the developer. | Codesorcerer Games | - | Jul 13, 2026 | |
The Toilet In-game content art | Some 2D images and promotional artwork used in the game and on the Steam store page were created or assisted using generative AI tools and then reviewed, modified, and integrated by the developer. No real-time AI-generated content is created during gameplay. | Cankut Keskin | - | Jul 13, 2026 | |
Cyber Boxing Arena In-game content text | Some languages were translated from English using Artificial Intelligence, which may be retranslated naturally in the future. | JJTW Games | - | Jul 12, 2026 | |
Battlegeuse Unclear audio | AI Voices. | Laboriontech Games | - | Jul 12, 2026 | |
Zombie Tag In-game content artaudio | AI-assisted tools were used during development to help create and refine some visual assets, sound effects, and music used in the game. All AI-assisted content was reviewed, selected, and edited by the development team before being included in the final game. | Babs Games | - | Jul 11, 2026 | |
TRAINCORE In-game content art | AI is used to enhance images and icons by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | Jul 11, 2026 | |
Motion Filo In-game content text | Generative AI tools were used during development to assist with parts of the localization process and certain development workflows. | MeoraLabs | - | Jul 11, 2026 | |
Tac-Tums: DreamQuest In-game content artcodetext | Generative AI tools were used during development as creative and technical assistance, including support for programming, debugging, text drafting, localization, and some visual/marketing asset iteration. The game does not generate AI content during gameplay. All final content included in the game and store page was reviewed, selected, and edited by the developer before publication. | Carlos Sánchez Valenciano | - | Jul 11, 2026 |