We use AI tools to generate some images used in the game and to assist with generating source code.
- Creator
- taishol
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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We use AI tools to generate some images used in the game and to assist with generating source code.
Using AI for Generating Art and assets
Creaiting assets for Steam Page
Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone.
We utilised AI for concept art and UI assets.
Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans.
Pal Engine offers an optional AI chat powered by Google Gemini, letting your 3D desktop companion respond with personalized, real-time conversations. Each character has its own personality and memory, creating unique interactions. Built-in content filters block harmful or copyrighted outputs.
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
All in-game content is developed in-house by the developer. For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played.
AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes).
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface.
Optional local LLMs are integrated to provide advice during gameplay. No assets are made with GenAI.
The store page and menu of the game are an AI-Generated image. I am unfortunately just one person and cannot afford a digital artist.
AI tools were used to create some videos, paint characters, scenarios and weapons, as well as to correct texts and help identify difficult bugs. All AI-generated material was manually reviewed to ensure quality and consistency with the project.
Currently in our Menu Screens we are using AI Background Images as place holders for Real Images that we will create. The placeholders serve well for now and we will eventually end the use of AI for anything.
We used Stable Diffusion for the icon generation of the achievements.
Some arts are AI generated
We used AI in certain parts of the process when creating the capsule images on our game’s store page.
ШІ був викорститаний для редагування текстів та пришвидшення робочих процесів. Він не вплинув на загальне бачення та концепцію гри.
Artificial Intelligence was used in the loading screen visuals and logo design.
Some generative AI tools were used as part of the creation of the sound track.
Sound, SFX, Images.
Few of the visuals of characters are generated by AI
AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes.
Some art, dialogue polish, and marketing copy were developed with the help of AI tools. No content is live-generated during gameplay. All AI-assisted material was manually reviewed, edited, and integrated with original work.
Generative AI was used only for the localization of in-game and store text into languages not natively spoken by the developer.
AI generative marketing material on store shop. Also AI generated functions that are used in gameplay.
AI-generated art object
AI is used to generate images and to help with names and text.
Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine.
During our development process, we utilized generative AI as a powerful tool in areas such as 3D modeling and character design. All AI-assisted content in our game was finalized and integrated by our team as static assets before the game's release. No real-time or dynamic content is generated by AI during gameplay. This technology helped our team bring our game world to life more efficiently and creatively.
Some visuals and translations on the store page, as well as certain in-game object previews and translations, were created with AI assistance.
AI was used for some store and promotional visuals. All in-game content and final gameplay visuals were created by Bahamut Games.
I utilize AI for texture generation, code generation, audio generation.
Some visuals and text were created using AI tools during development. This includes pre-rendered assets such as UI elements, environmental images, and some text used.
Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools.
Some artistic images in the game are generated by AI
AI-generated art object
We utilize generative AI technologies in select aspects of our development process. This includes the creation of user portraits, promotional materials (such as images, videos, and written copy), in-game iconography, and certain text-based content. These AI-generated elements support and enhance our creative workflow, but they represent a small portion of the overall production effort, with the majority of work being crafted by our development team.
I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards.
Graphic resources
This game uses AI tools to assist with content creation. Some backgrounds, character sprites, and UI elements were generated with AI and then manually refined to match the game's art style. Additionally, ChatGPT was used to support the writing of in-game dialogue and logic scripting. No AI-generated content is used during live gameplay.
Since I am a solo dev, i used AI to save time and money on some minor things like sounds or icons, but also to give me different perspectives, solutions and helpful information.
We use AI to generate 2D concept art for reference for some icons and 3D models, AI was also used to generate concept art for some of the store page's illustrations such as the header and capsules.
Most character art is AI generated as you might expect.
During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks.
Generative AI is being used for asset creation during development wherever possible (e.g. sprites, backgrounds, music) to ensure that I, as a solo developer, can keep up with the rapidly evolving nature of this project and meet both my own standards and player expectations of a polished experience.
This product contains pre-generated AI content. AI-generated assets are used in the following areas: - Store page - In-game content
This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
ANT WORK In-game content artcode | We use AI tools to generate some images used in the game and to assist with generating source code. | taishol | - | Mar 18, 2026 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
WeedEx: Drug Express Delivery Store/marketing art | Creaiting assets for Steam Page | CGI LAB GAMES | 119 | Mar 18, 2026 | |
Ascend and Fall In-game content arttext | Some graphical content in the game was generated using AI tools. Additionally, some translations were created with the help of AI. We will provide tools for players to suggest improvements, ensuring the best possible experience for everyone. | CRITSURGE | - | Mar 18, 2026 | |
NobleFront In-game content art | We utilised AI for concept art and UI assets. | Cheap Entertainment | - | Mar 18, 2026 | |
MONSTER WAR In-game content art | Most of 2D assets in MONSTER WAR has been generated by using AI solutions. But music, code and anything else made by humans. | BMBK Games | 42 | Mar 18, 2026 | |
Pal Engine - Desktop Companion Live AI text | Pal Engine offers an optional AI chat powered by Google Gemini, letting your 3D desktop companion respond with personalized, real-time conversations. Each character has its own personality and memory, creating unique interactions. Built-in content filters block harmful or copyrighted outputs. | Lynxivion Interactive | - | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 | |
Retroid: Cartridge Protocol In-game content art | All in-game content is developed in-house by the developer.
For certain in-game content, when newly acquiring retro game cartridges, installation videos generated by AI and post-processed are played. | Zero1Play | - | Mar 18, 2026 | |
Of Crowns & Chains In-game content text | AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes). | BlueJayAvis | 16 | Mar 18, 2026 | |
Ashen Destiny In-game content audioart | All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits. | Arrow & Blade Games | - | Mar 18, 2026 | |
Delivery Simulator Live AI textaudio | This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface. | Nukrosoft | - | Mar 18, 2026 | |
Dying Reign code | Optional local LLMs are integrated to provide advice during gameplay. No assets are made with GenAI. | Bryce | - | Mar 18, 2026 | |
Evil Superhero Simulator Store/marketing art | The store page and menu of the game are an AI-Generated image. I am unfortunately just one person and cannot afford a digital artist. | Superhero Central | 14 | Mar 18, 2026 | |
Light Fall In-game content arttext | AI tools were used to create some videos, paint characters, scenarios and weapons, as well as to correct texts and help identify difficult bugs. All AI-generated material was manually reviewed to ensure quality and consistency with the project. | Black King Games | - | Mar 18, 2026 | |
R.A.S.P Mobility-Unit Store/marketing art | Currently in our Menu Screens we are using AI Background Images as place holders for Real Images that we will create. The placeholders serve well for now and we will eventually end the use of AI for anything. | Mobility-Gaming | - | Mar 18, 2026 | |
My First PC Game In-game content art | We used Stable Diffusion for the icon generation of the achievements. | Your Future Heroes LLC | - | Mar 18, 2026 | |
Pieces To Find In-game content art | Some arts are AI generated | NightTime Co. | - | Mar 18, 2026 | |
Kraken's Bar Store/marketing art | We used AI in certain parts of the process when creating the capsule images on our game’s store page. | Playactive Games | - | Mar 18, 2026 | |
The Last Flight: Return Home Dev only text | ШІ був викорститаний для редагування текстів та пришвидшення робочих процесів. Він не вплинув на загальне бачення та концепцію гри. | Kinematic Project | - | Mar 18, 2026 | |
Bastion of Valor Store/marketing art | Artificial Intelligence was used in the loading screen visuals and logo design. | Badger Game Studios | - | Mar 18, 2026 | |
Qubx 2 In-game content audio | Some generative AI tools were used as part of the creation of the sound track. | Iconic Games | - | Mar 18, 2026 | |
Celestial Wardens Unclear artaudio | Sound, SFX, Images. | Crimson Mantis Interactive | - | Mar 18, 2026 | |
Veg Uprising In-game content art | Few of the visuals of characters are generated by AI | PixeCast Studios | - | Mar 18, 2026 | |
DarkShine In-game content artcode | AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes. | DScorp | - | Mar 18, 2026 | |
Cascade Falls In-game content arttext | Some art, dialogue polish, and marketing copy were developed with the help of AI tools. No content is live-generated during gameplay. All AI-assisted material was manually reviewed, edited, and integrated with original work. | Stray Paranormal | - | Mar 18, 2026 | |
Football Academy Manager In-game content text | Generative AI was used only for the localization of in-game and store text into languages not natively spoken by the developer. | Hubi | 220 | Mar 18, 2026 | |
Uncle Sam's Supermarket Simulator In-game content codeart | AI generative marketing material on store shop. Also AI generated functions that are used in gameplay. | Total Games Studios | 11 | Mar 18, 2026 | |
Palland: Creature Tamer World In-game content art | AI-generated art object | Zhai Lin | - | Mar 18, 2026 | |
Bang Business In-game content arttext | AI is used to generate images and to help with names and text. | Centum Dev | - | Mar 18, 2026 | |
Megan AI Live AI textaudio | Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine. | Chris Z. | - | Mar 18, 2026 | |
Red Oath: The Forsaken One In-game content art | During our development process, we utilized generative AI as a powerful tool in areas such as 3D modeling and character design. All AI-assisted content in our game was finalized and integrated by our team as static assets before the game's release. No real-time or dynamic content is generated by AI during gameplay. This technology helped our team bring our game world to life more efficiently and creatively. | Yadarig | - | Mar 18, 2026 | |
The Virtual Buddy In-game content arttext | Some visuals and translations on the store page, as well as certain in-game object previews and translations, were created with AI assistance. | TwinPaws | 13 | Mar 18, 2026 | |
Homeless Life Simulator In-game content art | AI was used for some store and promotional visuals. All in-game content and final gameplay visuals were created by Bahamut Games. | Bahamut Games | 26 | Mar 18, 2026 | |
Deadzone Aeon Unclear artcodeaudio | I utilize AI for texture generation, code generation, audio generation. | Vadenyxt | - | Mar 18, 2026 | |
The Last Village In-game content arttext | Some visuals and text were created using AI tools during development.
This includes pre-rendered assets such as UI elements, environmental images, and some text used. | Skrixx | - | Mar 18, 2026 | |
Loopstructor 2: Skyspine In-game content text | Some of the multilingual descriptions on this page have been generated with AI assistance, and certain in-game text has also been proofread using AI tools. | Pone Games | - | Mar 18, 2026 | |
Reincarnation Dungeon In-game content art | Some artistic images in the game are generated by AI | BOBO | - | Mar 18, 2026 | |
SEA WAR NAVAL SUPREMACY Store/marketing art | AI-generated art object | Bremner Duncan | - | Mar 18, 2026 | |
AEXXOS In-game content arttext | We utilize generative AI technologies in select aspects of our development process. This includes the creation of user portraits, promotional materials (such as images, videos, and written copy), in-game iconography, and certain text-based content. These AI-generated elements support and enhance our creative workflow, but they represent a small portion of the overall production effort, with the majority of work being crafted by our development team. | SPARTAN GAMES | 37 | Mar 18, 2026 | |
Project: V.I.R.A. In-game content art | I used AI-assisted tools during development to help create some visual elements. All AI-generated assets were used as a base and were optimized and refined to fit the visual style and comply with copyright standards. | Anton Sharipov | - | Mar 18, 2026 | |
Dungeon Fortress : Overlord Unclear art | Graphic resources | Boonplay | - | Mar 18, 2026 | |
White Rats In-game content arttextcode | This game uses AI tools to assist with content creation. Some backgrounds, character sprites, and UI elements were generated with AI and then manually refined to match the game's art style. Additionally, ChatGPT was used to support the writing of in-game dialogue and logic scripting. No AI-generated content is used during live gameplay. | Zlobster | - | Mar 18, 2026 | |
Starnded: Gardens of the Rubellite In-game content audioart | Since I am a solo dev, i used AI to save time and money on some minor things like sounds or icons, but also to give me different perspectives, solutions and helpful information. | Hola Floop | - | Mar 18, 2026 | |
Hack & Po In-game content art | We use AI to generate 2D concept art for reference for some icons and 3D models, AI was also used to generate concept art for some of the store page's illustrations such as the header and capsules. | Posibillian Tech | - | Mar 18, 2026 | |
Italian Brain Brawl In-game content art | Most character art is AI generated as you might expect. | Morrigan Labs | - | Mar 18, 2026 | |
Ruins Of Dead Store/marketing arttextcode | During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks. | Ragdoll Interactive | - | Mar 18, 2026 | |
Is this a Game yet? In-game content artaudio | Generative AI is being used for asset creation during development wherever possible (e.g. sprites, backgrounds, music) to ensure that I, as a solo developer, can keep up with the rapidly evolving nature of this project and meet both my own standards and player expectations of a polished experience. | Onizumi Kohari | 12 | Mar 18, 2026 | |
Cozy Gardener Simulator In-game content | This product contains pre-generated AI content.
AI-generated assets are used in the following areas:
- Store page
- In-game content | Noodels Games World | - | Mar 18, 2026 | |
Riftborn In-game content art | This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality. | MoonRift LLC | - | Mar 18, 2026 |