Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
- Creator
- 火星 MARS
- Reviews
- -
- Added
- Aug 14, 2026
Public Steam disclosure research 25,514 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime.
Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer.
Please note that all non-Chinese descriptions on this store page were localized using AI-assisted translation.
The pixel art was generated with PixelLab. The music was generated with Suno on a paid plan. I wrote the prompts, picked what worked, and threw out what didn't. The game itself, the economy, the systems, the design, the words on screen, I built. Nothing is generated while the game runs. Everything ships as files. There are no AI calls at play time, no AI voice, and no chatbots.
This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all. Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well. The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons. The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored.
Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service.
Generative AI was used to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services.
Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay.
Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used: MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing. CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work. STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer. All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer. The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation.
AI was used to assist with the translation of the game's text into multiple languages.
All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play.
コーディングと一部のサウンドアセットと画像アセットに生成AIを活用しています。
Because the game was developed by only one person, AI was used to assist in its creation.
This game contains artwork and narrative content created with the assistance of generative AI. All AI-generated materials have been carefully reviewed, selected, and edited by the development team to ensure quality and consistency with the game's vision. We believe AI tools can support and accelerate the creative process when used responsibly, and we remain committed to maintaining creative oversight and storytelling integrity throughout development.
Some of the artwork in this game was made with AI image generators and edited by hand afterwards. This covers the two player characters, the logo, the menu icons and the curtain texture. The English interface texts were written with the help of a language model and reviewed afterwards. The German texts are written by hand. The bundled Pack Creator uses a speech recognition model to find the spoken parts of a video you supply yourself and turn them into the lines you read out. An AI noise filter for your microphone recordings and AI-based separation of speech and background audio work the same way. All of this runs locally on your own machine and never sends data to an external service. These models only process material you provide yourself, they do not invent content of their own, and the result stays inside your own lobby.
Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay.
Some game assets, cover photos, and dialog are created using generative AI.
Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay.
Artificial Intelligence used to generate placeholder assets for card art and in code modification.
Generative AI tools were used during the art creation process to generate initial inspiration and drafts. All final art assets were then redrawn, refined, and finalized by the developer to ensure visual consistency, polish, and alignment with the game's overall tone.
Generative AI was used to create the music in this game.
Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running.
The game uses assets that were generated or modified using AI.
Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay.
Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay.
Generative AI tools were used during development to create pre-generated 2D visual assets included in the game. These assets may include character, item, environment, and user interface artwork. All AI-generated assets are reviewed, selected, and adjusted by the developer before being included in the game. The game does not use generative AI during runtime and does not connect to any live generative AI service.
I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere. The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio.
Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development. Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team.
Generative AI was used as part of the development process to create and refine some pre-rendered 2D artwork, including icons, item and character sprites, backgrounds, UI elements, and marketing images. All AI-assisted assets were reviewed and curated by the developer before inclusion. The use of third-party assets were also used in the creation which got refined. No content is generated by AI during gameplay, and the game does not connect to any external AI services.
The icons in this game are generated by AI.
Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game.
This game uses generative AI to power the pet's dialogue system. Players can choose to enable AI chat and freely select a local model (running offline) or a cloud API (requires their own API key), or completely disable AI chat and use preset or custom dialogue instead. Every AI conversation is generated in real time.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play.
AI has assisted with graphics, audio, code, text.
Most of the game's 2D art assets — including monster sprites, map backgrounds, skill and skill tree icons, achievement icons, and store/marketing key art — were created with the assistance of generative AI image tools and then reviewed and edited by the developer. Portions of the localization text (store page and in-game translations) were produced with AI assistance under human review. The game does not generate any content with AI at runtime.
This game used AI-assisted tools during development to help create parts of the Unity/C# code, and some music was created with AI-assisted music generation tools. All AI-assisted code and AI-generated music were reviewed, edited, tested, and integrated by the developer. The game does not generate code during gameplay and does not connect to external generative AI services while players are playing.
This game uses artificial intelligence to assist in generating art assets and supplementing the game code architecture. (AI was not used for game design or music.)
*AI is used in the development of this game to generate various assets, including visual graphics, background music, and in-game text content.
We used generative AI as a coding assistant during development to help write and debug the game's source code. All AI-assisted code was reviewed and tested by the developer. The game contains some AI-generated sounds and visual content at runtime however most is non AI. The game sends no player data to any AI service.
Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay.
I am a solo developer with limited art experience. Generative AI tools were used to assist with the creation of some assets, while I created and refined other assets and sound effects myself.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist.
PUZIGO includes pre-generated AI content in the separate free Starter Pack DLC. The Starter Pack contains 40 AI-generated themed puzzle images across seven themes: abstract, animals, flowers, landscapes, painting-style, space, and steampunk. These images were generated during development, manually reviewed, curated, and included as fixed content. PUZIGO does not use AI to generate content during gameplay. The remaining five images in the Starter Pack are public-domain classical artworks. Images loaded through the optional Custom Image Unlock DLC are selected by the player, processed locally on the player's PC, and are not uploaded or generated by AI within PUZIGO. Some promotional and store artwork also contains pre-generated AI-assisted visual elements.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience.
AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop. As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting! That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
六界牌鬥 Six Realms In-game content arttext | Image assets and some localized text were created with generative AI assistance, then manually processed and reviewed by the developer. No content is generated at runtime. | 火星 MARS | - | Aug 14, 2026 | |
Governor In-game content arttext | Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer. | Daniling | - | Aug 14, 2026 | |
theDIARY In-game content text | Please note that all non-Chinese descriptions on this store page were localized using AI-assisted translation. | 酒神工作室 | - | Aug 14, 2026 | |
SPINDLEDRIFT In-game content artaudiotext | The pixel art was generated with PixelLab. The music was generated with Suno on a paid plan. I wrote the prompts, picked what worked, and threw out what didn't. The game itself, the economy, the systems, the design, the words on screen, I built. Nothing is generated while the game runs. Everything ships as files. There are no AI calls at play time, no AI voice, and no chatbots. | Half Ass Studios | - | Aug 14, 2026 | |
Volatility In-game content codetextart | This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files. | Dancing_Penguin | - | Aug 14, 2026 | |
Scuttled In-game content artaudiotextcode | Scuttled was created by a solo developer working with an AI assistant. AI was used under the developer's direction to help write the game's code, its in-game text and story logs, the procedurally drawn artwork and music, and the store page materials, including the key art and trailer. All of it was reviewed, revised, and approved by the developer. The game does not use AI at runtime: nothing is generated while you play, and everything you see and hear ships with the game exactly as authored. | Tallboy Games | - | Aug 14, 2026 | |
Cigar Tycoon Store/marketing arttext | Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service. | Snob Studio | - | Aug 14, 2026 | |
Dungeon Overtime Store/marketing art | Generative AI was used to create and refine some pre-generated visual assets, including the game logo and Steam store capsule artwork. All AI-assisted assets are reviewed, edited, and curated by the developer before inclusion. The game does not generate content during gameplay and does not connect to external AI services. | Orange Slug Studios | - | Aug 14, 2026 | |
CydonMan In-game content artaudiotext | Generative AI was used to create the game's artwork, audio, localization, and promotional materials. All AI-generated content was personally reviewed, selected, directed, and refined by the developer before being included in the game. No generative AI is used during gameplay. | YesNine | - | Aug 14, 2026 | |
Dubstep: Solar System In-game content audioartcode | Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play. | Ian Rosner | - | Aug 14, 2026 | |
Mosslight Meadow In-game content artaudiotextcode | Generative AI tools were used during development to assist with portions of the game's code, hand-drawn-style visual elements, original music and audio, written text, and some store and community marketing materials. All included material was reviewed, selected, edited, and integrated by the developer.
The game does not use generative AI during gameplay and does not connect to external AI services. Its randomized meadows are created through conventional procedural generation. | Lanternleaf Games | - | Aug 14, 2026 | |
FireEgg Blast In-game content text | AI was used to assist with the translation of the game's text into multiple languages. | larvava | - | Aug 14, 2026 | |
Arcanum Solitarius In-game content artaudiotext | All the art in Arcanum Solitarius, from the playing cards to the Arcana and the workshop backgrounds, was made with AI image generation using a model I trained myself. I was after one specific look: a medieval alchemist's workshop by candlelight, in aged parchment and dark walnut with verdigris and old gold. Most of the music was made the same way. I used AI to draft some of the in-game writing, then rewrote it into my own words. I picked and edited every piece before it went into the game, and the images on this page come from those same assets. Nothing is generated while you play. | Arcanica Games | - | Aug 14, 2026 | |
ハイブラシルの魔王 In-game content artaudio | コーディングと一部のサウンドアセットと画像アセットに生成AIを活用しています。 | mikouri | - | Aug 14, 2026 | |
双魂奇谈 Unclear | Because the game was developed by only one person, AI was used to assist in its creation. | RolandHuang | - | Aug 14, 2026 | |
临江暮雪 | This game contains artwork and narrative content created with
the assistance of generative AI. All AI-generated materials
have been carefully reviewed, selected, and edited by the
development team to ensure quality and consistency with the
game's vision.
We believe AI tools can support and accelerate the creative
process when used responsibly, and we remain committed to
maintaining creative oversight and storytelling integrity
throughout development. | violetness | - | Aug 14, 2026 | |
Dub Together In-game content arttext | Some of the artwork in this game was made with AI image generators and edited by hand afterwards. This covers the two player characters, the logo, the menu icons and the curtain texture. The English interface texts were written with the help of a language model and reviewed afterwards. The German texts are written by hand.
The bundled Pack Creator uses a speech recognition model to find the spoken parts of a video you supply yourself and turn them into the lines you read out. An AI noise filter for your microphone recordings and AI-based separation of speech and background audio work the same way. All of this runs locally on your own machine and never sends data to an external service. These models only process material you provide yourself, they do not invent content of their own, and the result stays inside your own lobby. | Banani | - | Aug 14, 2026 | |
Perfect Route In-game content artcode | Most of the visual assets used in the game's promotional materials and Steam Store page were created with the assistance of AI image generation tools, and were subsequently selected and refined by the developer. The game's gameplay, level design, programming, and game logic were developed by the developer with input from AI throughout the development process. The game does not use AI to generate any content during gameplay. | Churring | - | Aug 14, 2026 | |
Grimveil In-game content arttext | Some game assets, cover photos, and dialog are created using generative AI. | Adaptive IT Solutions | - | Aug 14, 2026 | |
Sidebar Starship In-game content art | Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay. | 初心者工作室 | - | Aug 14, 2026 | |
Deck Beasts Dev only artcode | Artificial Intelligence used to generate placeholder assets for card art and in code modification. | Constellation Studios | - | Aug 14, 2026 | |
The Ball Just Won't Stay Up Dev only art | Generative AI tools were used during the art creation process to generate initial inspiration and drafts. All final art assets were then redrawn, refined, and finalized by the developer to ensure visual consistency, polish, and alignment with the game's overall tone. | ZOU YU | - | Aug 14, 2026 | |
Cursor Survivors In-game content audio | Generative AI was used to create the music in this game. | Incepto Games | - | Aug 14, 2026 | |
Bunnyhop In-game content artaudio | Some raster artwork, interface and marketing artwork, sprite animation frames, and authored music were created with assistance from generative AI tools during development. All shipped output was artist-directed, reviewed, edited, and integrated specifically for Bunnyhop. No content is generated by AI while the game is running. | Oddbrd | - | Aug 14, 2026 | |
How to Write a Book without Getting Killed In-game content art | The game uses assets that were generated or modified using AI. | Blue Sword Gaming | - | Aug 14, 2026 | |
FURKUP In-game content art | Generative AI was used during development to create some of the artwork included in the game, including character illustrations and themed visual assets. All AI-assisted content was selected and reviewed by the developer. The game does not generate AI content during gameplay. | mayoaji | - | Aug 14, 2026 | |
Coilbound In-game content art | Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay. | Goblin Games | - | Aug 14, 2026 | |
凡界幸存者 In-game content art | Generative AI tools were used during development to create pre-generated 2D visual assets included in the game. These assets may include character, item, environment, and user interface artwork. All AI-generated assets are reviewed, selected, and adjusted by the developer before being included in the game. The game does not use generative AI during runtime and does not connect to any live generative AI service. | 方四枪 | - | Aug 14, 2026 | |
Staredown Live AI code | I write this game's code with the help of AI coding tools, and I review everything that ships. All the art is drawn by code — no AI image generation anywhere.
The enemy is a small neural network that trains locally on how you move. It only controls the eye's behavior, and it never generates art, text, or audio. | PalkGameDev | - | Aug 14, 2026 | |
SetList Battle In-game content codetext | Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development.
Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team. | Monaka | - | Aug 14, 2026 | |
Aqua Scrap: Deep Clean In-game content art | Generative AI was used as part of the development process to create and refine some pre-rendered 2D artwork, including icons, item and character sprites, backgrounds, UI elements, and marketing images. All AI-assisted assets were reviewed and curated by the developer before inclusion.
The use of third-party assets were also used in the creation which got refined.
No content is generated by AI during gameplay, and the game does not connect to any external AI services. | Obsessive Games | - | Aug 14, 2026 | |
差评回复员 In-game content art | The icons in this game are generated by AI. | TianDuan | - | Aug 14, 2026 | |
FAVOR In-game content art | Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game. | Corkscrew Games | - | Aug 14, 2026 | |
Desktop Mochipal Live AI text | This game uses generative AI to power the pet's dialogue system. Players can choose to enable AI chat and freely select a local model (running offline) or a cloud API (requires their own API key), or completely disable AI chat and use preset or custom dialogue instead. Every AI conversation is generated in real time. | 菠RO_PineapRO | - | Aug 14, 2026 | |
Brave Vegetable: Kitchen Escape In-game content artaudio | As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running. | Pantry Goblin Games | - | Aug 14, 2026 | |
Coin Cleaner In-game content artaudiocode | Coin Cleaner is made by a solo developer with the help of AI tools. Generative AI was used during development to assist in creating some of the game's content - including artwork, music, sound effects, and code - all of which was directed, curated, and reviewed by the developer, and used with appropriate commercial licensing. All AI-assisted content is created ahead of time (pre-generated). The game does not use AI to generate any content or code during gameplay, and does not connect to any external AI service while you play. | OriginalOdd Games | - | Aug 14, 2026 | |
WitchTrial In-game content artaudiotextcode | AI has assisted with graphics, audio, code, text. | QuadPixel | - | Aug 14, 2026 | |
Incremental Magic In-game content arttext | Most of the game's 2D art assets — including monster sprites, map backgrounds, skill and skill tree icons, achievement icons, and store/marketing key art — were created with the assistance of generative AI image tools and then reviewed and edited by the developer. Portions of the localization text (store page and in-game translations) were produced with AI assistance under human review. The game does not generate any content with AI at runtime. | Natural Nomad | - | Aug 14, 2026 | |
鼠鼠的桌面环游 In-game content codeaudio | This game used AI-assisted tools during development to help create parts of the Unity/C# code, and some music was created with AI-assisted music generation tools.
All AI-assisted code and AI-generated music were reviewed, edited, tested, and integrated by the developer.
The game does not generate code during gameplay and does not connect to external generative AI services while players are playing. | Waterbear Studio | - | Aug 14, 2026 | |
CRUSH IT ALL In-game content artcode | This game uses artificial intelligence to assist in generating art assets and supplementing the game code architecture. (AI was not used for game design or music.) | Summer Poem | - | Aug 14, 2026 | |
迷宫酒馆 In-game content artaudiotext | *AI is used in the development of this game to generate various assets, including visual graphics, background music, and in-game text content. | 阿吉 | - | Aug 14, 2026 | |
Tetromancer Live AI artaudiocode | We used generative AI as a coding assistant during development to help write and debug the game's source code. All AI-assisted code was reviewed and tested by the developer. The game contains some AI-generated sounds and visual content at runtime however most is non AI. The game sends no player data to any AI service. | Loop Forge | - | Aug 14, 2026 | |
Perfectly Fair In-game content audio | Some music and sound in Perfectly Fair was created using AI tools (Suno AI, ElevenLabs) during development. All content is fixed in the final game; nothing is generated live during gameplay. | STORMY RISE | - | Aug 14, 2026 | |
Mark My Spell In-game content artaudio | I am a solo developer with limited art experience. Generative AI tools were used to assist with the creation of some assets, while I created and refined other assets and sound effects myself. | Unlazy Dog Studio | - | Aug 14, 2026 | |
World War II Auto Battler In-game content artaudiotext | Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running. | Three Sevens 21 | - | Aug 14, 2026 | |
告死天使招魂令 Death Angel Requiem Dev only art | AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist. | 五十岚夜莺 | - | Aug 14, 2026 | |
PUZIGO In-game content art | PUZIGO includes pre-generated AI content in the separate free Starter Pack DLC. The Starter Pack contains 40 AI-generated themed puzzle images across seven themes: abstract, animals, flowers, landscapes, painting-style, space, and steampunk.
These images were generated during development, manually reviewed, curated, and included as fixed content. PUZIGO does not use AI to generate content during gameplay.
The remaining five images in the Starter Pack are public-domain classical artworks. Images loaded through the optional Custom Image Unlock DLC are selected by the player, processed locally on the player's PC, and are not uploaded or generated by AI within PUZIGO.
Some promotional and store artwork also contains pre-generated AI-assisted visual elements. | PUZIGO Studio | - | Aug 14, 2026 | |
please have fun in the dream Dev only code | During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally. | Yang Jiaxuan | - | Aug 14, 2026 | |
Froggy Fruits In-game content art | Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience. | Pollocrudo Company | - | Aug 14, 2026 | |
National Park Tycoon In-game content art | AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game. | Sunshine Toys and Games | - | Aug 14, 2026 |