AI coding tools were used during development. UI, 3D Graphics, and Audio are made with AI. The game does not use AI while you play.
- Creator
- Carterson Games
- Reviews
- -
- Added
- Oct 22, 2026
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AI coding tools were used during development. UI, 3D Graphics, and Audio are made with AI. The game does not use AI while you play.
In the interest of transparency, I would like to inform players that artificial intelligence has been used to generate certain backgrounds and sounds, as well as to proofread and improve the wording of my texts. The development and creation of the game remain entirely the result of my own personal work.
pixel art sfx and music where generated by AI
Generative AI was used in the creation of some of this game's art assets, primarily to assist with image generation and visual design.
AI-assisted tools were used during development to support parts of the game’s programming and debugging. The demo does not contain any AI-generated visual, audio, narrative, or localization assets, and no such assets are planned for the final release.
Generative AI was used in the creation of some 3D art assets, including AI-generated concept art used as references and AI-generated models that were subsequently modified and refined. Generative AI also assisted with translating some in-game text into multiple languages.
The images (places, characters, objects) were created with the image model FLUX.1 Krea and the short transition films with Wan 2.2, then selected, edited and integrated by hand. The texts, dialogue, rules and the English translation were written with the help of AI language models and specified, checked and revised by the developer; the village, characters and names come from the developer. Nothing is generated by AI while the game is running.
Some 3D models and textures in this game were created with AI-assisted generation tools, then manually reviewed, edited and integrated by the developer. Store artwork also includes AI-assisted elements. All game code, game design and audio are created by the developer without AI.
Made with AI assistance for coding, writing and translation. No image, music or voice was generated through AI.
During development we used AI tools to help perfect the game: with programming, with running gameplay and balance simulations, and with fine-tuning the graphics. AI also helped translate texts, including the store page's translations. Nothing is generated by AI while you play.
Made with AI assistance for coding, writing and translation. No image, music or voice was generated through AI.
AI tools were used during development to help with code, translations, and some of the 3D models, graphics and sounds. Everything made with AI assistance was reviewed and corrected by hand. No AI generates content while you play.
AI tools were used to help create the game's code, its user-interface, the game logo, and some of its 3D models, all under the developer's direction. The game's design and all other artwork were created by the developer. Music and sound effects come from royalty-free libraries and the developer's son. The store artwork was hand-painted by the developer’s brother.
Lawful Evil uses locally running generative AI for live dialogue, speech and transcription. No third-party AI service is used. All artwork, music and sound effects were created by humans.
Generative AI was used in the creation of visual assets for this game, including character illustrations, background images, and images used for animations and visual effects. Generative AI was also used to create some of the promotional images featured on the store page. Generative AI is not used to generate content in real time during gameplay.
Every mechanic, map and joke in Humaning is made by the developer. AI tools were used to create some 3D models and parts of the store art to speed up production, with every result curated and, where needed, polished by the developer.
AI-generated content is used for selected visual assets and ambient music in the game and on its store page. This includes some ship, enemy, structure, faction, icon, background, and promotional artwork, along with several ambient music tracks.
Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer.
I have been developing this game myself, from its initial design to implementing its systems. More recently, I began using generative AI to help review my existing code and create some of the images used in the game. AI helped me check the code I had written and identify areas for improvement. I personally reviewed the suggested changes and generated images, then continued testing and revising them after integrating them into the game. I spent a great deal of time making sure the images suited the game's atmosphere and that the revised code worked as intended. I made the final decisions about which results to use and how to refine them. To be honest, some of the visuals, including the modeling, still show the limits of my skills. Throughout development, I kept noticing things I wanted to improve and reworked them many times, though some parts may still feel rough or awkward. I wish my skills could fully match the game I want to share with you, but I have put a lot of care into making it, checking and refining even the small details. I will continue working on the areas that need improvement.
Generative AI tools assisted with some promotional artwork and audio, written store content, and text localization. MYTHHUNT does not generate AI content during gameplay or connect to a third-party AI generation service during play.
Generative AI was used extensively throughout the development of BLACKBOX -market poker-. AI-assisted content includes in-game illustrations, graphics, background music (BGM), sound effects, promotional artwork (including Steam store capsule images), HTML, and programming code. AI-generated content was reviewed, adjusted, and modified by the developer as needed before being incorporated into the game. The game does not use generative AI to generate content in real time during gameplay.
Generative AI was used during development to assist in creating creature and material artwork, interface illustrations, and store promotional images. These assets were selected, edited, and integrated by the developer. All assets displayed in the game are pre-made and fixed; no AI content is generated in real time during gameplay.
Generative AI was used during development to create character and enemy artwork, sprite animations, and promotional artwork. These assets are prepared in advance. The game does not generate AI content during play or connect to an AI service.
The game includes some artwork, comics, character animations processed from pre-generated video, main menu background animation, music, synthetic voices, written content and localization made with generative AI assistance during development. Narration and dialogue for the 220 comic scenes are pre-produced synthetic recordings stored with the game, with subtitles in nine languages; these voices are not presented as performances by real actors. The current game does not generate images, video, music, voices or dialogue during play or send player prompts to a generative AI service. Computer-controlled opponents use game-planning logic. Additional animated story scenes remain planned.
Some of the content in Germline was created with the help of generative AI tools. This includes the in-game music soundtrack and some store and marketing artwork. All AI-assisted content was reviewed and selected by a developer. The creatures you see in the game are not made by AI. They are built by the game’s own procedural generation system from each organism’s genome
Some of the 2D art, audio, and text was AI-generated.
Generative AI tools were used to help create some of the game's artwork and audio, to help draft and translate text (parts of the in-game text and its English localization), and to help write the store page description. All AI-assisted content was reviewed and edited by the developer.
This game and its store materials include pre-generated content made with the help of generative AI tools. Most 2D artwork and the store key art were generated with AI, then selected, edited, cropped, resized, composed and integrated by the developer. Battlefield sound effects and the eight music tracks were also generated with AI and edited by the developer. AI assisted with translating and editing some localized text and store copy. No AI generation happens while you play, and no player input is sent to any external AI service.
Generative AI was used to prepare the game description on the Steam store page, the short game description, and to translate and localize these texts into the supported languages. The final selection, editing, and publication of the materials are carried out entirely by the developer. Generative AI is not used within the game itself, and no content is generated in real time.
AI tools have been used to assist in coding and to develop some in-game assets.
AI was used for selected visuals, sound effects and store text.
Some of this game's content was made with generative AI tools during development. All of it was generated beforehand and ships as ordinary files; nothing is generated while you play, and the game never connects to an AI service. Art: card, enemy, pilgrim, Token, event and backdrop paintings were generated with Midjourney, FLUX and Imagen from the developer's own written art direction and prompts, then selected, edited, cut out and composed by hand. The store page's capsule art is built from that same artwork. Music: the soundtrack was composed by the developer and finished with AI tooling. Video: the title-screen video, the background scene loops and the six pilgrim animations were made with AI video tools (Midjourney and custom models), then converted and edited for the game. Sound effects: the finishing-move (Execution) sound effects were generated with an AI audio tool (Stable Audio) from the developer's own prompts, then edited and mixed by hand. Voice: the announcer's short voice lines are synthesized with an AI text-to-speech service. Every line also appears as on-screen text. The developer wrote the game's text and design, and chose and edited everything that appears in it.
This game was developed by a solo developer working extensively with AI tools. Much of the game's content was created with the help of generative AI, including: - 3D models of stationery products and store furniture - Textures, product packaging and cover artwork - Sound effects - UI graphics and in-game text - Game code All AI-assisted content was directed, reviewed, selected and adjusted by the developer. The game does not generate any content with AI while it is running.
Pre-generated: Generative AI tools were used to create artwork in this game (illustrations, UI parts, etc.) and the store images. Some in-game text was also written with AI assistance. Live-generated: None.
Some artwork (the cover and store images, and two optional piece sets) was partly created with the help of AI image tools and then edited by us. Translations were made with AI assistance and reviewed. The game itself does not generate any AI content while you play; the computer opponent is our own chess engine.
Generative AI tools were used to create some of Core Awakened's visual content, including sprites and illustrations. These assets were created during development and are included in the game. No content is generated using AI during gameplay.
Generative AI assisted with artwork, text, and localization during development. Content is pre-generated; no AI generation or external AI services run during gameplay.
Some of 3d game assets and localizations were created using generative AI.
Localization is initially done using AI.
This game uses generative AI tools during development. In-game UI text was translated into 12 languages using AI translation tools, then reviewed and edited by the developer. Some sound effects were created with AI audio generation tools.
Made with AI assistance and reviewed by the developer: - Code: written with AI coding assistants. - Visuals: the room, props and interface are built by code written with AI assistance. The app icon and loading portrait are AI-generated: they were made with ChatGPT image generation (OpenAI) from text prompts, using a render of the in-game fly as the character reference and a fruit-fly photo for body proportions; the developer chose the images and did not edit them beyond cropping and resizing. The Steam app and shortcut icons are made from this app icon. Store capsules are in-game renders with Noto Sans TC Bold lettering; no AI image generator was used. - The fly's head and body are a textured 3D model generated with Tripo AI (image-to-3D) from an AI-generated concept image (ChatGPT image generation, OpenAI) that the developer chose, then reshaped and cleaned up by scripts written with AI assistance to fit the game's physics; its legs, wings, mouthparts and scarf are the game's own (the scarf's shape follows the concept image; the legs are shaped after the open-source flybody model, Apache 2.0, not AI-generated). - Music and sound: scores and a small synthesiser program written with AI assistance. No AI audio generator and no samples were used. - Text: Traditional Chinese and English text in the game and on this store page written with AI assistance. The Japanese text is an AI translation, not yet checked by a native speaker; the game says so. Simplified Chinese is converted from the Traditional Chinese by a rule-based converter (OpenCC) with a term list drafted with AI assistance, reviewed by the developer; not yet checked by a mainland reader. Nothing is generated by AI while you play. The fly is driven by a simulation of 165,122 model neurons wired from real fruit-fly connectome data, a physics body, and program assists that the game labels. Its wiring is fixed and it does not learn. It is not a chatbot or a generative AI.
A few visual assets (UI), translations and promotional materials for Desktop Space Battles were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
AI was used during the development stage of this game to generate art, sound effects, and animations. During gameplay, no AI-related content is generated.
Artwork: The player and coach portraits, team logos, and parts of the store artwork were created with AI image generation. Each one was directed, reviewed, and corrected by me, and many were rejected or redone along the way. I used coding assistants to help write and test the game's code and interface, under my direction.
The story and dialogue were written by the developer in English and Chinese, with some AI assistance on the English. The artwork was designed by the developer first; the initial images were then generated with AI tools, and selected, edited and integrated into the game by the developer. No content is generated while the game is running.
This product uses generative AI to power real-time conversation and companionship from its core character. Nuxing is an AI-driven desktop catgirl companion. She generates dialogue replies, emotional responses, and daily interactions in real time as you chat with her, so every moment of companionship feels unique. AI is used solely to generate the character's conversation and interaction content. It is not used to create any in-game assets, story text, or other static content. Conversations are generated in real time and no private personal information is collected or uploaded for training.
ASCEND is made by a solo developer with the help of AI tools. which include Some 3D models, icons, in-game text and store artwork were created with AI tools during development and edited by the developer.
There are some temporary assets that are generated by AI. Some of the music (victory screen, boss music), as well as some level up mod icons (horns from hell, gut flora). The "fill" texture of the penguin planet is AI generated. This would not be the case in the final game. 95+% of all assets and things within the game are hand drawn and heart composed
Some backgrounds, sprites and illustrations were created with generative tools and then edited by hand (unified style, clean-up, paint-over). Game design, writing, code and sound are the developer's work; music by Scott Buckley (CC BY 4.0), sound effects from studio libraries. No content is generated by AI during play.
Generative AI tools were used during development to assist with selected 2D artwork, visual concept assets, and portions of written and localized content. All AI-assisted content is pre-generated, reviewed, selected and edited by the developer before being included in the game or its marketing materials. No generative AI is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
BlobBobbing In-game content artaudiocode | AI coding tools were used during development. UI, 3D Graphics, and Audio are made with AI. The game does not use AI while you play. | Carterson Games | - | Oct 22, 2026 | |
Mimora : Garden In-game content artaudiotext | In the interest of transparency, I would like to inform players that artificial intelligence has been used to generate certain backgrounds and sounds, as well as to proofread and improve the wording of my texts.
The development and creation of the game remain entirely the result of my own personal work. | Small Bench Studio | - | Oct 22, 2026 | |
Land Of Mazzate In-game content audioart | pixel art sfx and music where generated by AI | Spaghetti Wasted | - | Oct 22, 2026 | |
绿了个大的! In-game content art | Generative AI was used in the creation of some of this game's art assets, primarily to assist with image generation and visual design. | 无暇工作室 | - | Oct 22, 2026 | |
Yaoguai Roll Call Dev only code | AI-assisted tools were used during development to support parts of the game’s programming and debugging. The demo does not contain any AI-generated visual, audio, narrative, or localization assets, and no such assets are planned for the final release. | DimSpark Games 不灵光工作室 | - | Oct 22, 2026 | |
BAD POSE In-game content arttext | Generative AI was used in the creation of some 3D art assets, including AI-generated concept art used as references and AI-generated models that were subsequently modified and refined. Generative AI also assisted with translating some in-game text into multiple languages. | Valbara Studio | - | Oct 22, 2026 | |
Selbstversorger In-game content arttext | The images (places, characters, objects) were created with the image model FLUX.1 Krea and the short transition films with Wan 2.2, then selected, edited and integrated by hand. The texts, dialogue, rules and the English translation were written with the help of AI language models and specified, checked and revised by the developer; the village, characters and names come from the developer. Nothing is generated by AI while the game is running. | Andreas Amon | - | Oct 22, 2026 | |
Squirrel Defender VR In-game content art | Some 3D models and textures in this game were created with AI-assisted generation tools, then manually reviewed, edited and integrated by the developer. Store artwork also includes AI-assisted elements. All game code, game design and audio are created by the developer without AI. | ChongXR | - | Oct 22, 2026 | |
Alchemill: A Witch's Workshop In-game content codetext | Made with AI assistance for coding, writing and translation. No image, music or voice was generated through AI. | Auroso Games | - | Oct 22, 2026 | |
Moorlet Dev only codetextart | During development we used AI tools to help perfect the game: with programming, with running gameplay and balance simulations, and with fine-tuning the graphics. AI also helped translate texts, including the store page's translations. Nothing is generated by AI while you play. | Balint Varga | - | Oct 22, 2026 | |
Tall Tales Inn In-game content codetext | Made with AI assistance for coding, writing and translation. No image, music or voice was generated through AI. | Auroso Games | - | Oct 22, 2026 | |
Wing It In-game content artaudiotext | AI tools were used during development to help with code, translations, and some of the 3D models, graphics and sounds. Everything made with AI assistance was reviewed and corrected by hand. No AI generates content while you play. | MaRo Games | - | Oct 22, 2026 | |
Impenetrable In-game content artcode | AI tools were used to help create the game's code, its user-interface, the game logo, and some of its 3D models, all under the developer's direction. The game's design and all other artwork were created by the developer. Music and sound effects come from royalty-free libraries and the developer's son. The store artwork was hand-painted by the developer’s brother. | Weapon Studios | - | Oct 22, 2026 | |
Lawful Evil Live AI textaudio | Lawful Evil uses locally running generative AI for live dialogue, speech and transcription. No third-party AI service is used. All artwork, music and sound effects were created by humans. | t3mp | - | Oct 22, 2026 | |
バックドロッパーいずな In-game content art | Generative AI was used in the creation of visual assets for this game, including character illustrations, background images, and images used for animations and visual effects. Generative AI was also used to create some of the promotional images featured on the store page.
Generative AI is not used to generate content in real time during gameplay. | Solo Enterprise | - | Oct 22, 2026 | |
Humaning Store/marketing art | Every mechanic, map and joke in Humaning is made by the developer. AI tools were used to create some 3D models and parts of the store art to speed up production, with every result curated and, where needed, polished by the developer. | Animolyz | - | Oct 22, 2026 | |
HOLLOWSIM: Industrial Voidline Defense In-game content artaudio | AI-generated content is used for selected visual assets and ambient music in the game and on its store page. This includes some ship, enemy, structure, faction, icon, background, and promotional artwork, along with several ambient music tracks. | TheAllSparky | - | Oct 22, 2026 | |
ONE MILLION CRABS Store/marketing | Generative AI was used to assist with some development and promotional content. All AI-assisted output was reviewed and curated by the developer. | Public Liability Games | - | Oct 22, 2026 | |
Abyssal Starfeast In-game content artcode | I have been developing this game myself, from its initial design to implementing its systems. More recently, I began using generative AI to help review my existing code and create some of the images used in the game. AI helped me check the code I had written and identify areas for improvement. I personally reviewed the suggested changes and generated images, then continued testing and revising them after integrating them into the game.
I spent a great deal of time making sure the images suited the game's atmosphere and that the revised code worked as intended. I made the final decisions about which results to use and how to refine them.
To be honest, some of the visuals, including the modeling, still show the limits of my skills. Throughout development, I kept noticing things I wanted to improve and reworked them many times, though some parts may still feel rough or awkward. I wish my skills could fully match the game I want to share with you, but I have put a lot of care into making it, checking and refining even the small details. I will continue working on the areas that need improvement. | AINFORGE | - | Oct 22, 2026 | |
MYTHHUNT In-game content artaudiotext | Generative AI tools assisted with some promotional artwork and audio, written store content, and text localization. MYTHHUNT does not generate AI content during gameplay or connect to a third-party AI generation service during play. | RedRockGS | - | Oct 22, 2026 | |
BLACKBOX-market poker- In-game content artaudiotextcode | Generative AI was used extensively throughout the development of BLACKBOX -market poker-.
AI-assisted content includes in-game illustrations, graphics, background music (BGM), sound effects, promotional artwork (including Steam store capsule images), HTML, and programming code.
AI-generated content was reviewed, adjusted, and modified by the developer as needed before being incorporated into the game.
The game does not use generative AI to generate content in real time during gameplay. | gohyaku | - | Oct 22, 2026 | |
Wonder Critter Lab In-game content art | Generative AI was used during development to assist in creating creature and material artwork, interface illustrations, and store promotional images. These assets were selected, edited, and integrated by the developer. All assets displayed in the game are pre-made and fixed; no AI content is generated in real time during gameplay. | Golden Fish Studio | - | Oct 22, 2026 | |
Horror Defense In-game content art | Generative AI was used during development to create character and enemy artwork, sprite animations, and promotional artwork. These assets are prepared in advance. The game does not generate AI content during play or connect to an AI service. | Iku-Games | - | Oct 22, 2026 | |
Burrow War In-game content artaudiotext | The game includes some artwork, comics, character animations processed from pre-generated video, main menu background animation, music, synthetic voices, written content and localization made with generative AI assistance during development. Narration and dialogue for the 220 comic scenes are pre-produced synthetic recordings stored with the game, with subtitles in nine languages; these voices are not presented as performances by real actors. The current game does not generate images, video, music, voices or dialogue during play or send player prompts to a generative AI service. Computer-controlled opponents use game-planning logic. Additional animated story scenes remain planned. | Burrow Team | - | Oct 22, 2026 | |
Germline In-game content audioart | Some of the content in Germline was created with the help of generative AI tools. This includes the in-game music soundtrack and some store and marketing artwork. All AI-assisted content was reviewed and selected by a developer. The creatures you see in the game are not made by AI. They are built by the game’s own procedural generation system from each organism’s genome | EndlessDevs | - | Oct 22, 2026 | |
Lucremachine In-game content artaudiotext | Some of the 2D art, audio, and text was AI-generated. | Hyperhedonic | - | Oct 22, 2026 | |
MELDCORE In-game content artaudiotext | Generative AI tools were used to help create some of the game's artwork and audio, to help draft and translate text (parts of the in-game text and its English localization), and to help write the store page description. All AI-assisted content was reviewed and edited by the developer. | Choisenbai | - | Oct 22, 2026 | |
The Mohist In-game content artaudiotext | This game and its store materials include pre-generated content made with the help of generative AI tools. Most 2D artwork and the store key art were generated with AI, then selected, edited, cropped, resized, composed and integrated by the developer. Battlefield sound effects and the eight music tracks were also generated with AI and edited by the developer. AI assisted with translating and editing some localized text and store copy. No AI generation happens while you play, and no player input is sent to any external AI service. | BT Studio | - | Oct 22, 2026 | |
Soccer Tactics Store/marketing text | Generative AI was used to prepare the game description on the Steam store page, the short game description, and to translate and localize these texts into the supported languages. The final selection, editing, and publication of the materials are carried out entirely by the developer. Generative AI is not used within the game itself, and no content is generated in real time. | Feezrook Software | - | Oct 22, 2026 | |
Forty Days Dark In-game content art | AI tools have been used to assist in coding and to develop some in-game assets. | ZERO | - | Oct 22, 2026 | |
Sort of Paradise In-game content artaudiotext | AI was used for selected visuals, sound effects and store text. | Odd Umbrella Games | - | Oct 22, 2026 | |
The Legend of Jūbee: Stoogis's Revenge In-game content artaudiotext | Some of this game's content was made with generative AI tools during development. All of it was generated beforehand and ships as ordinary files; nothing is generated while you play, and the game never connects to an AI service.
Art: card, enemy, pilgrim, Token, event and backdrop paintings were generated with Midjourney, FLUX and Imagen from the developer's own written art direction and prompts, then selected, edited, cut out and composed by hand. The store page's capsule art is built from that same artwork.
Music: the soundtrack was composed by the developer and finished with AI tooling.
Video: the title-screen video, the background scene loops and the six pilgrim animations were made with AI video tools (Midjourney and custom models), then converted and edited for the game.
Sound effects: the finishing-move (Execution) sound effects were generated with an AI audio tool (Stable Audio) from the developer's own prompts, then edited and mixed by hand.
Voice: the announcer's short voice lines are synthesized with an AI text-to-speech service. Every line also appears as on-screen text.
The developer wrote the game's text and design, and chose and edited everything that appears in it. | Mariner Digital Agency | - | Oct 22, 2026 | |
Stationery Tidy Up In-game content artaudiotextcode | This game was developed by a solo developer working extensively with AI tools.
Much of the game's content was created with the help of generative AI, including:
- 3D models of stationery products and store furniture
- Textures, product packaging and cover artwork
- Sound effects
- UI graphics and in-game text
- Game code
All AI-assisted content was directed, reviewed, selected and adjusted by the developer.
The game does not generate any content with AI while it is running. | Whorricane | - | Oct 22, 2026 | |
JANYANG In-game content arttext | Pre-generated: Generative AI tools were used to create artwork in this game (illustrations, UI parts, etc.) and the store images. Some in-game text was also written with AI assistance.
Live-generated: None. | SEQUENCE GAMES Inc. | - | Oct 22, 2026 | |
Chesspresso In-game content arttext | Some artwork (the cover and store images, and two optional piece sets) was partly created with the help of AI image tools and then edited by us. Translations were made with AI assistance and reviewed. The game itself does not generate any AI content while you play; the computer opponent is our own chess engine. | Dimitri Studios | - | Oct 22, 2026 | |
Core Awakened In-game content art | Generative AI tools were used to create some of Core Awakened's visual content, including sprites and illustrations. These assets were created during development and are included in the game. No content is generated using AI during gameplay. | RrodasS Estudio | - | Oct 22, 2026 | |
Finger Prison In-game content arttext | Generative AI assisted with artwork, text, and localization during development. Content is pre-generated; no AI generation or external AI services run during gameplay. | Akuo Studio | - | Oct 22, 2026 | |
Toys, Please! In-game content arttext | Some of 3d game assets and localizations were created using generative AI. | Kickflip Games | - | Oct 22, 2026 | |
Commanding Officer In-game content text | Localization is initially done using AI. | Shock and Awe Technologies LLC | - | Oct 22, 2026 | |
Five Card Evolution In-game content audiotext | This game uses generative AI tools during development. In-game UI text was translated into 12 languages using AI translation tools, then reviewed and edited by the developer. Some sound effects were created with AI audio generation tools. | LUSHEIWEI | - | Oct 22, 2026 | |
阿飛 AFEI In-game content arttextcode | Made with AI assistance and reviewed by the developer:
- Code: written with AI coding assistants.
- Visuals: the room, props and interface are built by code written with AI assistance. The app icon and loading portrait are AI-generated: they were made with ChatGPT image generation (OpenAI) from text prompts, using a render of the in-game fly as the character reference and a fruit-fly photo for body proportions; the developer chose the images and did not edit them beyond cropping and resizing. The Steam app and shortcut icons are made from this app icon. Store capsules are in-game renders with Noto Sans TC Bold lettering; no AI image generator was used.
- The fly's head and body are a textured 3D model generated with Tripo AI (image-to-3D) from an AI-generated concept image (ChatGPT image generation, OpenAI) that the developer chose, then reshaped and cleaned up by scripts written with AI assistance to fit the game's physics; its legs, wings, mouthparts and scarf are the game's own (the scarf's shape follows the concept image; the legs are shaped after the open-source flybody model, Apache 2.0, not AI-generated).
- Music and sound: scores and a small synthesiser program written with AI assistance. No AI audio generator and no samples were used.
- Text: Traditional Chinese and English text in the game and on this store page written with AI assistance. The Japanese text is an AI translation, not yet checked by a native speaker; the game says so. Simplified Chinese is converted from the Traditional Chinese by a rule-based converter (OpenCC) with a term list drafted with AI assistance, reviewed by the developer; not yet checked by a mainland reader.
Nothing is generated by AI while you play. The fly is driven by a simulation of 165,122 model neurons wired from real fruit-fly connectome data, a physics body, and program assists that the game labels. Its wiring is fixed and it does not learn. It is not a chatbot or a generative AI. | Afei Project | - | Oct 22, 2026 | |
Desktop Space Battles In-game content arttext | A few visual assets (UI), translations and promotional materials for Desktop Space Battles were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Phat Phrog Studios | - | Oct 22, 2026 | |
Usogui:Contradiction Game In-game content artaudio | AI was used during the development stage of this game to generate art, sound effects, and animations. During gameplay, no AI-related content is generated. | Namrood | - | Oct 22, 2026 | |
Brackets & Banners In-game content artcode | Artwork: The player and coach portraits, team logos, and parts of the store artwork were created with AI image generation. Each one was directed, reviewed, and corrected by me, and many were rejected or redone along the way. I used coding assistants to help write and test the game's code and interface, under my direction. | Reed Arcade | - | Oct 22, 2026 | |
Jade Terrace In-game content textart | The story and dialogue were written by the developer in English and Chinese, with some AI assistance on the English. The artwork was designed by the developer first; the initial images were then generated with AI tools, and selected, edited and integrated into the game by the developer. No content is generated while the game is running. | InitiateHub | - | Oct 22, 2026 | |
nuoxing Live AI text | This product uses generative AI to power real-time conversation and companionship from its core character.
Nuxing is an AI-driven desktop catgirl companion. She generates dialogue replies, emotional responses, and daily interactions in real time as you chat with her, so every moment of companionship feels unique.
AI is used solely to generate the character's conversation and interaction content. It is not used to create any in-game assets, story text, or other static content. Conversations are generated in real time and no private personal information is collected or uploaded for training. | wangnianjie | - | Oct 22, 2026 | |
ASCEND: The Forgotten Road In-game content arttext | ASCEND is made by a solo developer with the help of AI tools. which include Some 3D models, icons, in-game text and store artwork were created with AI tools during development and edited by the developer. | SAA | - | Oct 22, 2026 | |
Space Goatboy In-game content artaudio | There are some temporary assets that are generated by AI. Some of the music (victory screen, boss music), as well as some level up mod icons (horns from hell, gut flora). The "fill" texture of the penguin planet is AI generated. This would not be the case in the final game.
95+% of all assets and things within the game are hand drawn and heart composed | Jack Tomlinson | - | Oct 22, 2026 | |
Hermetica In-game content art | Some backgrounds, sprites and illustrations were created with generative tools and then edited by hand (unified style, clean-up, paint-over). Game design, writing, code and sound are the developer's work; music by Scott Buckley (CC BY 4.0), sound effects from studio libraries. No content is generated by AI during play. | Aleksandr Dragun | - | Oct 22, 2026 | |
ArcBattle In-game content arttext | Generative AI tools were used during development to assist with selected 2D artwork, visual concept assets, and portions of written and localized content. All AI-assisted content is pre-generated, reviewed, selected and edited by the developer before being included in the game or its marketing materials. No generative AI is used during gameplay. | Marco Meid | - | Oct 22, 2026 |