The Teaser Trailer uses AI generated content .
- Creator
- Pixelmatrix SRL
- Reviews
- -
- Added
- Mar 18, 2026
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The Teaser Trailer uses AI generated content .
Only AI Code was used. - Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties. - Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts. - Used for debugging purposes.
During the development of this game, generative AI was used solely to assist in the creation of certain 3D models. All core gameplay design, and narrative content were created independently by our development team.
AI generated art is used for the capsule logo, and some other logos in the community section of the game
Artificial intelligence was used in the cover photo and visuals of the game.
This store page and the in-game content include images created using AI image generation technology.
Some placeholder music is AI Generated (will eventually be replaced with custom music but AI is easier for now due to not having copyright issues for content creators. If you make music contact us).
Some of the materials are being used for the game.
Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team.
In-game music and localization were created using AI.
to generate palceholder content before we will replace them by human made content
ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks.
AI was only used to produce some visuals in the game.
ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay. All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions.
Some of the voice-overs and audio was created using AI-assisted tools and editors.
AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text. UI generation, which will likely be replaced later with non-AI-created assets. Occasional code corrections, but 90% of the code was written by myself.
Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today.
All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated.
We use AI to voice game characters.
Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both. Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper. Dialogue is human-written, scripted in advance. Music and sound are human-created. Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play). Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic. No AI-generated content is used to deceive players or misrepresent the game.
The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI.
Some images are generated with AI.
Some ingame arts created with AI help.
AI was used to create music and skill icons.
AI-generated illustrations are used for the skill icons.
There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials.
Some images in this game have been adapted from ai prompt outputs
Generative AI was used in the creation of promotional images for the store, such as the logo and banners. In addition, generative AI was used for character voice audio included in both the main game and promotional videos (PV), as well as for the production of certain video segments within the PV.
AI is used for graphic material
Some cutscene images were created using AI-assisted tools. The in-game text-to-speech feature uses a standard voice synthesis tool. No real-time AI interaction or generative systems are used during gameplay.
AI is used for entire code of the game, text, arts, sounds and music.
Some visual and audio assets in this game were initially created with the assistance of AI tools. All final game content has been reviewed, edited, and refined by the development team to ensure originality and quality.
AI was used as a limited production aid. All final content was reviewed and finalized by the developer; no AI content is generated during play; all assets are original or properly licensed.
As a solo dev, I use AI to generate store contents and backgrounds for the game
Some artwork asset. Game code assistant.
Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer.
Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience.
I use AI to design my Steam page. The cover was made half with the help of AI. The text was prepared in advance to fit the page layout. The logo was also created using this tool.
Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing.
Contains AI-generated content (images and sound), no AI generated code.
To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues.
Use in cover art
This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer. No AI systems are used to generate content during gameplay.
Our soundtrack was made using AI-assisted tools under full human direction. This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness.
Some placeholder voice lines were generated using AI.
The game to contain art assets generated by artificial intelligence
The background music was made with AI tools.
AI is used for generating marketing material and for some in-game assets both as placeholders and as long term use assets. These could include, music, 3D models, icons, and character dialogue. AI is also used for code optimization.
Some assets utilize AI.
Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Out of Light Store/marketing art | The Teaser Trailer uses AI generated content . | Pixelmatrix SRL | - | Mar 18, 2026 | |
Ecrazeus Castle Dev only code | Only AI Code was used.
- Used to create C# scripts for the following features: floating object direction calculations, boss camera, replacing items in shop interface, porting over attack hitbox logic from laggy events into C# code, lip-sync implementation, online leaderboard send/receive, dynamic button swap with keybind update, proximity interaction UI call implementation, mouse/controller sensitivity options, dropped weapon properties.
- Used to create external tools to speed up development: blender plug-ins, web tools to parse and modify event data, python scripts.
- Used for debugging purposes. | Meringue Rouge | 10 | Mar 18, 2026 | |
Appliance Gone Wild In-game content art | During the development of this game, generative AI was used solely to assist in the creation of certain 3D models. All core gameplay design, and narrative content were created independently by our development team. | Inworld Studio | - | Mar 18, 2026 | |
After Dark Store/marketing art | AI generated art is used for the capsule logo, and some other logos in the community section of the game | CodeCrunch Games | - | Mar 18, 2026 | |
Parkour Simulator Store/marketing art | Artificial intelligence was used in the cover photo and visuals of the game. | GalaxyVerse | - | Mar 18, 2026 | |
ECHOES OF THE VALKYRIE THE SWORD OF AGES In-game content art | This store page and the in-game content include images created using AI image generation technology. | FUNAKI GAMES | - | Mar 18, 2026 | |
Don't Say That In-game content audio | Some placeholder music is AI Generated (will eventually be replaced with custom music but AI is easier for now due to not having copyright issues for content creators. If you make music contact us). | Finite Studios | - | Mar 18, 2026 | |
ArvusForge Unclear | Some of the materials are being used for the game. | UniqX Lab | - | Mar 18, 2026 | |
PUNCH ARENA In-game content art | Generative AI is used only during the initial creation of 2D marketing assets, UI icons, and loading screens, which are later manually refined and finalized by the development team. | Cankivanc Yigit | - | Mar 18, 2026 | |
Squid Hunt 1923 In-game content audiotext | In-game music and localization were created using AI. | Absturz Interactive | - | Mar 18, 2026 | |
The First Library general | to generate palceholder content before we will replace them by human made content | Escliene Games | - | Mar 18, 2026 | |
SCP: Rift Moles In-game content audiocode | ElevenLabs was utilized to produce several in-game audio elements, primarily VFX sounds, while GitHub Copilot assisted us in efficiently completing repetitive or time-consuming tasks. | Spookline | - | Mar 18, 2026 | |
G.A.M.M.A. In-game content art | AI was only used to produce some visuals in the game. | Bugs&Features Studio | - | Mar 18, 2026 | |
ForgeRun In-game content textart | ForgeRun does not use AI to generate gameplay content, code, or behavior during gameplay.
All in-game systems, visuals, and logic are manually designed and scripted. However, AI tools were used outside of the game for marketing and support materials, such as assisting with text writing, image concepts, and store page descriptions. | StariStudios | - | Mar 18, 2026 | |
Menacetide In-game content audio | Some of the voice-overs and audio was created using AI-assisted tools and editors. | Quarantine Entertainment | - | Mar 18, 2026 | |
Cryoborn : convergence In-game content textcode | AI-generated content has been used very little in the game: text correction and translation for the Steam page and in-game text.
UI generation, which will likely be replaced later with non-AI-created assets.
Occasional code corrections, but 90% of the code was written by myself. | Ortharion project | - | Mar 18, 2026 | |
Fly & Shadow Unclear artaudiotextcode | Generative AI helped me make this project from start to finish. It helped me write code, organize my work, stay focused, and build the art, sound, and design. Grammarly helped me polish my writing. Claude Code helped me repair code. ChatGPT helped me plan and think through systems and color. The Unity engine brought it all together. There is AI in this project, just as there is in almost every tool we all use today. | 7th Life Studios | - | Mar 18, 2026 | |
Ballistic Brews In-game content artaudio | All of our 3D assets including characters, environments, and props are hand-made by humans. Some 2D elements (UI, icons, textures) and select sound effects may use AI tools, but no asset is fully AI-generated. | Syncarnation Studio Inc. | - | Mar 18, 2026 | |
Online: 404 In-game content audio | We use AI to voice game characters. | Cornfield Games | - | Mar 18, 2026 | |
Explore the Universe 2175 In-game content art | Explore the Universe 2175 uses AI in two distinct ways, and we want to be clear about both.
Real-time simulation (the core of the game). The galaxy is driven by a custom AI system we built ourselves. Faction behavior, MEGABOT's roaming strategy, enemy tactics, and the way wars unfold across sectors are all computed live in our own engine — not generated text or assets. This is procedural and rule-based simulation: the "intelligence" you fight against is real-time decision-making, the same category as the AI in any strategy game, just deeper.
Dialogue is human-written, scripted in advance.
Music and sound are human-created.
Some in-game entity visuals and animations are AI-generated (created during development, not dynamically while you play).
Some marketing and store-page images are AI-generated. Gameplay screenshots are authentic.
No AI-generated content is used to deceive players or misrepresent the game. | Elliot Telford | - | Mar 18, 2026 | |
星际启示录:幸存者 In-game content artaudio | The promotional images of the game store interface, game icons, in-game item pictures, and background music are all generated by AI. | Stray Code Studio | - | Mar 18, 2026 | |
Termite Store/marketing art | Some images are generated with AI. | WILLIWAW Hub | - | Mar 18, 2026 | |
Schedule Store Simulator In-game content art | Some ingame arts created with AI help. | Alkame Games | - | Mar 18, 2026 | |
Heroes Hooray Survivors In-game content audioart | AI was used to create music and skill icons. | milos | - | Mar 18, 2026 | |
STEEL PRINCESS In-game content art | AI-generated illustrations are used for the skill icons. | FAFAACAC | - | Mar 18, 2026 | |
Cold Trigger Store/marketing art | There is no AI-generated content in the game itself, but there is on the store page; the photos of the store's resources and the library resources were generated by AI, as were the promotional materials. | Paulo Vitor | - | Mar 18, 2026 | |
Rank the zombie double pack In-game content art | Some images in this game have been adapted from ai prompt outputs | penguinguy0001 | - | Mar 18, 2026 | |
Tokyo Outbreak: Zero In-game content artaudio | Generative AI was used in the creation of promotional images for the store, such as the logo and banners.
In addition, generative AI was used for character voice audio included in both the main game and promotional videos (PV), as well as for the production of certain video segments within the PV. | BIG GAME STONE | - | Mar 18, 2026 | |
Backrooms Eternals Unclear art | AI is used for graphic material | Enigma Studios | - | Mar 18, 2026 | |
Open Close Door In-game content artaudio | Some cutscene images were created using AI-assisted tools. The in-game text-to-speech feature uses a standard voice synthesis tool. No real-time AI interaction or generative systems are used during gameplay. | Crane | - | Mar 18, 2026 | |
CODEX MORTIS In-game content codetextartaudio | AI is used for entire code of the game, text, arts, sounds and music. | GROLAF | 57 | Mar 18, 2026 | |
SHIKA-Q In-game content artaudio | Some visual and audio assets in this game were initially created with the assistance of AI tools. All final game content has been reviewed, edited, and refined by the development team to ensure originality and quality. | AGNI-FLARE CO., LTD. | - | Mar 18, 2026 | |
Zaetherfall Dev only | AI was used as a limited production aid. All final content was reviewed and finalized by the developer; no AI content is generated during play; all assets are original or properly licensed. | ReNZE GAMES | - | Mar 18, 2026 | |
Y.E.L.L. Store/marketing art | As a solo dev, I use AI to generate store contents and backgrounds for the game | Y.E.L.L. Crew | - | Mar 18, 2026 | |
Possess Squad Dev only artcode | Some artwork asset.
Game code assistant. | Hi-Develop | - | Mar 18, 2026 | |
Candy Destroyer In-game content art | Some visual assets in Candy Destroyer, such as characters, bullets, and special abilities, were created with the assistance of AI tools and then manually refined and implemented by the developer. Other assets are sourced from licensed asset libraries like Freepik. All gameplay and game logic are fully created by the developer. | CanDes Games | - | Mar 18, 2026 | |
Unemployed In-game content text | Our game uses AI to assist with localization into multiple languages. AI tools are used to support translation, making the game accessible to a wider audience. | WelesGames | - | Mar 18, 2026 | |
Morphos Store/marketing art | I use AI to design my Steam page. The cover was made half with the help of AI. The text was prepared in advance to fit the page layout. The logo was also created using this tool. | Langonier | 53 | Mar 18, 2026 | |
Botwave: Overclock In-game content artaudio | Botwave: Overclock includes content created with the help of generative AI tools, including some in-game visuals, sound effects, and promotional/store artwork.
All AI-assisted content was reviewed and edited by the developer.
The game does not use AI to generate content in real time during gameplay and does not connect to external AI services while playing. | RaynGG | - | Mar 18, 2026 | |
Hacker Society In-game content artaudio | Contains AI-generated content (images and sound), no AI generated code. | Rustic Space | - | Mar 18, 2026 | |
Ekoman In-game content text | To make Ekoman accessible to more players in their own languages, in-game menus, cutscenes, and store page texts have been translated using artificial intelligence. Please feel free to contact us if you encounter any issues. | Stronsiyum | - | Mar 18, 2026 | |
Battles Store/marketing art | Use in cover art | Pixel Play | - | Mar 18, 2026 | |
BEATSHIFT ARENA In-game content artaudiocode | This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer.
No AI systems are used to generate content during gameplay. | Bondigi Games | - | Mar 18, 2026 | |
BoobyRogue: Tumor Takedown In-game content audio | Our soundtrack was made using AI-assisted tools under full human direction.
This allowed us explore a variety of musical styles to express our message through our lyrics about breast cancer awareness. | K-Nette | 10 | Mar 18, 2026 | |
KACAU In-game content audio | Some placeholder voice lines were generated using AI. | Josia | - | Mar 18, 2026 | |
Survalker In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 13 | Mar 18, 2026 | |
Monsters Hate Only the Princess In-game content audio | The background music was made with AI tools. | H3 | - | Mar 18, 2026 | |
Frontiers Reach : Mercenaries In-game content artaudiotextcode | AI is used for generating marketing material and for some in-game assets both as placeholders and as long term use assets. These could include, music, 3D models, icons, and character dialogue.
AI is also used for code optimization. | Blind Alien Productions | - | Mar 18, 2026 | |
SuperEats In-game content | Some assets utilize AI. | PoisonGames | - | Mar 18, 2026 | |
Hong Kong 2097 In-game content art | Much of the enemy graphics were made with the help of generative AI. However, none of them are simply used "as is." Getting the artwork to match Hong Kong 97's SNES graphics requires downscaling resolution and adjusting contrast, saturation etc. | Kanipro | - | Mar 18, 2026 |