AI was used on the images to then be manually refined
- Creator
- Uwu Studio
- Reviews
- 18
- Added
- Jul 22, 2026
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AI was used on the images to then be manually refined
This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay.
For the few voiceline that we used AI
Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team.
The first version of the logo was generated by AI.
AI was used for the game's cover art.
The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team.
This game was created with the assistance from Claude Code and elevenlabs for audio.
Some pre-rendered artwork and visual assets used in Retro Flight Simulator 2026 were created with the assistance of generative AI and then reviewed and edited by the developer before being included in the game. The game does not use AI-generated content during gameplay and does not rely on external AI services.
AI tools were used to assist with pre-created text content: the localization of the game's UI text into 8 languages (reviewed by the developer) and the store page texts. All artwork, 3D models, animations and audio are human-made licensed assets; no AI-generated imagery or audio ships with the game. The game does not generate any AI content at runtime.
In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions. Program Code Generation: We use AI to create and optimize the programming code that implements the game’s features and systems. Sound Effect Generation: We use AI to generate sound effects used in the game.
Promotional art, character models, game logo are generated by AI.
Some art assets in this game were created or assisted by generative AI tools during development, including selected icons, textures, and promotional images. All such assets were pre-generated, manually reviewed, edited, and integrated into the game. The game does not generate AI content during runtime and does not connect to or use any external AI services.
Store image generated by AI
Some images used in the game were created or assisted with the help of AI-generated content. All AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's final artwork.
This game uses generative AI to assist in creating some in-game content. All content is reviewed by the developer.
We did use AI generated images, but human edited and perfected images for our Steam Store and logos. Static UI elements and backgrounds were also generated using AI, but again, human edited.
Drone Farmer uses generative AI to create backgrounds and graphics for TV videos.
We have used generative AI tools to translate the game into additional languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure it is displayed correctly and that the interface and menus function properly.
部分过场视频、角色语音使用了生成式AI
Some development used generative AI tools to assist with writing code, shaders, and drafting some in-game text. All content was approved by the developer.
Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited.
LLM's were used as an accelerator tool for coding and generating some 3D assets in-game.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows: - Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software. - 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine. - Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions). We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Our game uses pre-generated voice issues of the main character
本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权
Generative AI was used only as a supporting tool for the design of some fictional bottle brands and language translation.
AI tools were used only for brainstorming, writing support, and planning during development. The game does not generate AI content during gameplay.
This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity. The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content.
Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team.
Updated 8/24/2026 for Full Transparency: Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game.
Some pre-generated visual assets used in the game and store materials were created with the help of generative AI tools during development. These include selected images for the title screen, options screen, game over screen and promotional artwork. No live AI generation is used during gameplay.
During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information. Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.)
Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page. The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems.
Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay.
Generative AI tools were used to assist with code development. All art and narrative content in this game were created without generative AI.
Some background music was created using generative AI during development.
部分商店素材包含AI生成元素
AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration.
AI-assisted tools were used for parts of the game’s localization.
Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game.
some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c
Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay.
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
Few graphical assets such as trees have been created partly with help of AI image generation tools
This game was created in collaboration with my friend Claude Code. Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient. The direction comes from my side and the passion for this project is still real.
Some of the images on our store page were created by artificial intelligence and edits were made on the images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hellocracy In-game content art | AI was used on the images to then be manually refined | Uwu Studio | 18 | Jul 22, 2026 | |
按键对对色 Store/marketing art | This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay. | 青木源语 | - | Jul 22, 2026 | |
ID88 In-game content artaudio | Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay. | Vayatika | - | Jul 22, 2026 | |
Clean Memories In-game content art | Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay. | DICO Co., Ltd. | - | Jul 21, 2026 | |
Moloch Kombinat In-game content audio | For the few voiceline that we used AI | Prisma | - | Jul 21, 2026 | |
Separated In-game content arttext | Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team. | Twisted Realm | 54 | Jul 21, 2026 | |
Vanslinger Store/marketing art | The first version of the logo was generated by AI. | Lukasz Sopata | - | Jul 20, 2026 | |
Football Chess Store/marketing art | AI was used for the game's cover art. | PEGAX Studios | - | Jul 20, 2026 | |
Be A Chameleon In-game content art | The game is hanadcrafted by very talented individuals in our team. But as a small studio that is still learning and growing, we leveraged AI to aid us in production. We used AI to generate a few textures for the game. Having said that, we assure everyone that the final game is a result of the hardwork and dedication of a very talented and passionate team. | Treta Studios | - | Jul 20, 2026 | |
Tailwind In-game content audiocode | This game was created with the assistance from Claude Code and elevenlabs for audio. | OneBrother | - | Jul 20, 2026 | |
Retro Flight Simulator 2026 In-game content art | Some pre-rendered artwork and visual assets used in Retro Flight Simulator 2026 were created with the assistance of generative AI and then reviewed and edited by the developer before being included in the game. The game does not use AI-generated content during gameplay and does not rely on external AI services. | OH Games Studio | - | Jul 20, 2026 | |
Blend In In-game content textartaudio | AI tools were used to assist with pre-created text content: the localization of the game's UI text into 8 languages (reviewed by the developer) and the store page texts. All artwork, 3D models, animations and audio are human-made licensed assets; no AI-generated imagery or audio ships with the game. The game does not generate any AI content at runtime. | Funcion84 | - | Jul 20, 2026 | |
MEKAKUSHI-SAN In-game content textcodeaudio | In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions.
Program Code Generation: We use AI to create and optimize the programming code that implements the game’s features and systems.
Sound Effect Generation: We use AI to generate sound effects used in the game. | nobisiko games | - | Jul 20, 2026 | |
Jungle Tavern Store/marketing art | Promotional art, character models, game logo are generated by AI. | Souleil | - | Jul 20, 2026 | |
Grindbound In-game content art | Some art assets in this game were created or assisted by generative AI tools during development, including selected icons, textures, and promotional images. All such assets were pre-generated, manually reviewed, edited, and integrated into the game. The game does not generate AI content during runtime and does not connect to or use any external AI services. | Umbral Forge | - | Jul 20, 2026 | |
Siege Masters Store/marketing art | Store image generated by AI | Tulipe Gaming | - | Jul 20, 2026 | |
Sweet Land Survival In-game content art | Some images used in the game were created or assisted with the help of AI-generated content. All AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's final artwork. | Arc Moon | - | Jul 20, 2026 | |
Garlic Ramen Shop Simulator In-game content | This game uses generative AI to assist in creating some in-game content. All content is reviewed by the developer. | IShun | - | Jul 20, 2026 | |
The Whispering Maze Store/marketing art | We did use AI generated images, but human edited and perfected images for our Steam Store and logos. Static UI elements and backgrounds were also generated using AI, but again, human edited. | DreamSun Productions | - | Jul 20, 2026 | |
Drone Farmer Dev only art | Drone Farmer uses generative AI to create backgrounds and graphics for TV videos. | Rockit Industries | - | Jul 20, 2026 | |
Shadowbound In-game content text | We have used generative AI tools to translate the game into additional languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure it is displayed correctly and that the interface and menus function properly. | Dozy Duck Games | - | Jul 19, 2026 | |
容器 In-game content artaudio | 部分过场视频、角色语音使用了生成式AI | OJStudio | 105 | Jul 19, 2026 | |
TAJRISH 1994 In-game content codetext | Some development used generative AI tools to assist with writing code, shaders, and drafting some in-game text. All content was approved by the developer. | Half-Baked Cake | - | Jul 18, 2026 | |
The Heir: Steampunk Escape Room In-game content artaudio | Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited. | Host Games | - | Jul 18, 2026 | |
Nordic In-game content artcode | LLM's were used as an accelerator tool for coding and generating some 3D assets in-game. | Sunday Mondays | - | Jul 18, 2026 | |
Mind Against Fate In-game content artcode | The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials. | Mind Against Fate | - | Jul 18, 2026 | |
山河营造 In-game content art | Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features. | Luyu Games | - | Jul 18, 2026 | |
Farm Renovator: First Job In-game content audio | Our game uses pre-generated voice issues of the main character | MobilWay | - | Jul 18, 2026 | |
我的钓鱼世界2 Store/marketing art | 本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权 | 华幸 | - | Jul 18, 2026 | |
Cellar Keeper In-game content arttext | Generative AI was used only as a supporting tool for the design of some fictional bottle brands and language translation. | EgoTrampoline | - | Jul 18, 2026 | |
BlockSouls Dev only text | AI tools were used only for brainstorming, writing support, and planning during development. The game does not generate AI content during gameplay. | Suchinski Studio | - | Jul 18, 2026 | |
Don't Go Duck In-game content artaudiotext | This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity.
The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content. | Bad_Melon | - | Jul 18, 2026 | |
DON'T TURN AROUND In-game content art | Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team. | Hawks Studios | - | Jul 18, 2026 | |
Send Them to Hell In-game content art | Updated 8/24/2026 for Full Transparency:
Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game. | cbgames | - | Jul 18, 2026 | |
Perdido na Mina In-game content art | Some pre-generated visual assets used in the game and store materials were created with the help of generative AI tools during development. These include selected images for the title screen, options screen, game over screen and promotional artwork. No live AI generation is used during gameplay. | Studio 4 | - | Jul 18, 2026 | |
CityExplorer In-game content textart | During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information.
Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.) | YOKATA forest words | - | Jul 18, 2026 | |
Topological Board Game In-game content codetext | Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page.
The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems. | You-Xun Zhang | - | Jul 18, 2026 | |
HIRUN In-game content audio | Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay. | JumpyBambi | - | Jul 18, 2026 | |
Shuttle Strike Dev only code | Generative AI tools were used to assist with code development. All art and narrative content in this game were created without generative AI. | Hui | - | Jul 18, 2026 | |
Tiny Toppings In-game content audio | Some background music was created using generative AI during development. | AVAPPSTUDIO | - | Jul 18, 2026 | |
长生仙途 Store/marketing art | 部分商店素材包含AI生成元素 | May Game | 21 | Jul 18, 2026 | |
Drone Core Command In-game content arttext | AI Gen tools were used in a variety of ways for this game. Asset image concepting, narrative re-writes, 3d meshing, and marketing assets typically went through some form of a.i. modification, but then returned to a human-in-the-loop production step before game integration. | Earthborn Interactive | - | Jul 18, 2026 | |
Professional Money Relocator In-game content text | AI-assisted tools were used for parts of the game’s localization. | Two Random Guys Studio | - | Jul 18, 2026 | |
Road2Conquest In-game content art | Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game. | J2H2 | - | Jul 18, 2026 | |
Water is Heavy In-game content art | some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c | Dryroad | - | Jul 18, 2026 | |
God Is Not Here In-game content art | Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay. | GNH Company | - | Jul 18, 2026 | |
Emergency Call - The Firefighting Simulation 3 In-game content audio | During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period. | Crenetic GmbH Studios | 337 | Jul 17, 2026 | |
Helsinki Online In-game content art | Few graphical assets such as trees have been created partly with help of AI image generation tools | Pietari Niinimäki | - | Jul 17, 2026 | |
Lanelord Dev only code | This game was created in collaboration with my friend Claude Code.
Listen.. I know AI is hated by the community, but I am a single developer with limited time and i wanted to make my progress during that time more efficient.
The direction comes from my side and the passion for this project is still real. | Arctic Cabin Games | - | Jul 17, 2026 | |
BOMBACON! Store/marketing art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. | Greyline Studio | - | Jul 17, 2026 |