Generative AI is used to localize (translate) in-game text.
- Creator
- Chipbeat Studio
- Reviews
- -
- Added
- Sep 13, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI is used to localize (translate) in-game text.
2d sprites
Steam store page logo and cover art made with ai tools Game menu images made with ai tools
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release. No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time. Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime.
Contains code written with AI assistance (like probably every other game out there by now since it's impossible to even use Google without using AI).
Pre-generated content only. No AI runs while the game is played. Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets. All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime.
クオリティアップのために、AIを使用。
We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
Generative AI tools were used to assist with programming and code development. All generated code was reviewed, modified, and tested by the developer.
AI helped me to solve complex math problem and manage the game save. some hints/tips
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
AI image generation tools were used to create store page artwork (capsule images, banners).
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page. Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds. Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization.
Some objects include generated images such as an X-ray that were added by the objects' creators.
Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Assets are created using AI
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
Generative AI tools were used during development to assist with the creation of a limited number of graphical assets and promotional materials. The selected content was reviewed, adapted, and integrated by the development team. The game does not use live-generated AI, and no content is generated while playing.
The game supports multiple interface languages, and some visual assets were generated using AI.
Some 2D art assets (enemy sprites, floor tiles, icons) were created with the assistance of generative AI tools and reviewed/edited by the developer.
Graphics and UI images includes AI generated contents.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven. Also used AI for localization. (Added different languages besides English)
No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand. Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby.
*Certain audio assets used in the game were created with the assistance of generative AI tools.* *All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.*
Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
The store page capsule artwork was created using generative AI.
Generative AI tools assisted with portions of the game’s code and written material, and with the creation of pre-generated promotional key art and derivative marketing graphics. All final content was selected, edited, tested, and reviewed by the developer. Gameplay screenshots and trailers show the actual game.
This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime.
Some visual assets in Pousse Pousse were created with the assistance of generative AI tools during development. No AI-generated content is created during gameplay.
The character illustrations and their animation frames were created with the assistance of image-generation AI (Stable Diffusion), then manually layered, retouched and reviewed by the developer. All other content — game design, code, music, sound effects and text — is made by humans. No AI content is generated at runtime.
Some promotional artwork and store page text were created with the help of generative AI and edited by hand. The game itself does not use AI at runtime and does not connect to any AI service.
Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization.
Very few materials are AI-generated
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
AI-assisted translation was used in the localization of the game text.
Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI. If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
Generative AI tools were used during development to create and refine some pre-generated content. Codex was used for parts of the 3D model work, GPT Image was used to generate parts of the user interface, and AI tools assisted with some text and some Steam store and marketing visuals. These assets were reviewed and integrated by the developer. No audio or music was created with generative AI. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay.
Generative AI was used during development to assist in creating some pre-generated content, including certain visual assets, music and sound assets, as well as some text and localization content. All such content was generated during development and was reviewed, selected, edited, adjusted, and integrated by the developer before being included in the game. The game does not use generative AI at runtime and does not generate new text, images, audio, or other game content dynamically in response to player input.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cartridge Survivors In-game content text | Generative AI is used to localize (translate) in-game text. | Chipbeat Studio | - | Sep 13, 2026 | |
Neon One-Man Army art | 2d sprites | RipeXT Studio | - | Sep 13, 2026 | |
Assassin Of Werewolf In-game content art | Steam store page logo and cover art made with ai tools
Game menu images made with ai tools | Saylor Games | - | Sep 12, 2026 | |
Horde Circuit In-game content art | Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services. | Mod Goblin Studio | - | Sep 12, 2026 | |
THERMAL RUNAWAY In-game content text | Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service. | Alexframe | - | Sep 12, 2026 | |
PLEASE STOP THE RAIN In-game content artaudio | Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime. | Missroot | - | Sep 12, 2026 | |
Fortress Full Fury Dev only code | Contains code written with AI assistance (like probably every other game out there by now since it's impossible to even use Google without using AI). | kerntief | - | Sep 12, 2026 | |
Sigma Survivor In-game content artaudiotext | Pre-generated content only. No AI runs while the game is played.
Some monster and boss sprites were generated with PixelLab (an AI pixel-art tool) and then hand-edited, cut into animation strips and cleaned up by the developer. A few background art pieces, such as arcade machine sheets and map-card thumbnails, were generated with Google Gemini and then reworked by hand. The music soundtrack was generated with Suno on a paid licence. Some store page art may be based on these assets.
All gameplay code, the level design, the rest of the sprite art, UI, sound effects and all text were made by the developer without generative AI. The game does not generate any content at runtime. | Pixelgore | - | Sep 12, 2026 | |
推しファイター 〜囚われたファンを救出せよ!〜 Unclear | クオリティアップのために、AIを使用。 | MGK Inc. | - | Sep 12, 2026 | |
Cat Undead Island In-game content arttext | We used generative AI tools during development to assist with some pre-rendered content: drafting store page text, producing UI layout mockups and some UI sprite assets, and generating base meshes for a portion of 3D props (which were then reviewed and edited by the team). All gameplay, code logic, and final art direction were created and approved by the developers. The game does not generate any content with AI at runtime. | SG GAMES | - | Sep 12, 2026 | |
The Last Ranger In-game content art | Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date. | NoRestForTheBest | - | Sep 12, 2026 | |
MEDAKA: DEEPWILD Dev only code | Generative AI tools were used to assist with programming and code development. All generated code was reviewed, modified, and tested by the developer. | kumashin | - | Sep 12, 2026 | |
GEOMETRY NEXUS Dev only | AI helped me to solve complex math problem and manage the game save.
some hints/tips | SergioK | - | Sep 12, 2026 | |
WaveSurvivor In-game content art | I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running. | JadHaider | - | Sep 12, 2026 | |
Oreia Store/marketing art | AI image generation tools were used to create store page artwork (capsule images, banners). | CRT Glow Studios | - | Sep 12, 2026 | |
Neon Endstate In-game content arttext | Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references. | Kasperzack Games | - | Sep 12, 2026 | |
NULL VECTOR In-game content textart | Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services. | I9 | - | Sep 12, 2026 | |
The Sixth Sin In-game content artaudiotext | Marketing and Store Visuals: AI tools were utilized during the concept design and background detailing phases for the thumbnail images, posters, and promotional materials on the Steam store page.
Sound Design and Trailer Music: AI-powered sound and music production tools were used in the prototyping and production processes for the game’s promotional trailers and in-game atmospheric background sounds.
Text and Localization Support: AI assistants were used to edit store page descriptions, marketing copy, and language optimization. | HAPPYTECH | - | Sep 12, 2026 | |
IMITATORS In-game content art | Some objects include generated images such as an X-ray that were added by the objects' creators. | ryazvp | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Don't Die! You got 1 Life! In-game content artcode | This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material. | Mackenzie Taylor | - | Sep 10, 2026 | |
Cowboys vs Orcs Unclear | Assets are created using AI | No Cap | - | Sep 10, 2026 | |
Starflare Dominion Live AI artaudiotext | Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed. | Whimstead LLC | - | Sep 10, 2026 | |
Valoria Store/marketing art | Generative AI tools were used during development to assist with the creation of a limited number of graphical assets and promotional materials. The selected content was reviewed, adapted, and integrated by the development team. The game does not use live-generated AI, and no content is generated while playing. | Shijou Dev | - | Sep 10, 2026 | |
暗黑收割者 In-game content arttext | The game supports multiple interface languages, and some visual assets were generated using AI. | Xiaohuo Game | - | Sep 10, 2026 | |
Lazy Drawer: Line Survivors In-game content art | Some 2D art assets (enemy sprites, floor tiles, icons) were created with the assistance of generative AI tools and reviewed/edited by the developer. | BottleTasteStudio | - | Sep 10, 2026 | |
Data Survivor In-game content art | Graphics and UI images includes AI generated contents. | Sophista | - | Sep 10, 2026 | |
Red Timewarp: Beyond Reality Unclear audiotext | During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for. | Magic Pixel Kft. | - | Sep 10, 2026 | |
Gang Takeover Store/marketing artcode | Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Dockdee Digital | - | Sep 9, 2026 | |
Duckstep In-game content artaudiotext | Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Birdie Games | - | Sep 9, 2026 | |
Last Haul In-game content arttext | Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime. | Eryk Włoszczyński | - | Sep 9, 2026 | |
Nicotine & Knives In-game content text | Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English) | Nicotine & Knives | - | Sep 9, 2026 | |
Shorebreaker In-game content codeaudioart | No AI-generated images, models, or audio appear in the game or on this Steam page. Music is composed and arranged by me in BandLab. UI and VFX are handmade or generated procedurally with code, including the breaking waves shaped by hand.
Otherwise, I code Shorebreaker with AI assistance: the design decisions are mine, and AI helps me work through, implement, and debug them. For self-marketing, some of my social media videos use AI voiceover from CapCut because I can't wake the baby. | Pailside Games | - | Sep 8, 2026 | |
Praetor : Medieval TD In-game content audio | *Certain audio assets used in the game were created with the assistance of generative AI tools.*
*All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.* | Gimdeka | - | Sep 7, 2026 | |
PLOW In-game content art | Generative AI was used to assist in creating all pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services. | Last Exit Diner | - | Sep 7, 2026 | |
GRAVE SLIDE Store/marketing art | The store page capsule artwork was created using generative AI. | Hokkori Games | - | Sep 7, 2026 | |
Packet Plague Store/marketing codetextart | Generative AI tools assisted with portions of the game’s code and written material, and with the creation of pre-generated promotional key art and derivative marketing graphics. All final content was selected, edited, tested, and reviewed by the developer. Gameplay screenshots and trailers show the actual game. | FR Studio | - | Sep 7, 2026 | |
小吃派对 Snack Party In-game content arttext | This game uses generative AI tools to assist in creating early drafts of some artwork and text during development. All AI-generated content is pre-rendered and has been reviewed, edited, and polished by hand before being included in the game. No content is generated live at runtime. | Pad Token Games | - | Sep 7, 2026 | |
Pousse Pousse In-game content art | Some visual assets in Pousse Pousse were created with the assistance of generative AI tools during development. No AI-generated content is created during gameplay. | Two NPCs | - | Sep 7, 2026 | |
星斩 In-game content art | The character illustrations and their animation frames were created with the assistance of image-generation AI (Stable Diffusion), then manually layered, retouched and reviewed by the developer. All other content — game design, code, music, sound effects and text — is made by humans. No AI content is generated at runtime. | NemoQ Studio | - | Sep 6, 2026 | |
FEEDSTOCK text | Some promotional artwork and store page text were created with the help of
generative AI and edited by hand. The game itself does not use AI at runtime
and does not connect to any AI service. | Ahaha studio | - | Sep 6, 2026 | |
Rush Hour of the Dead In-game content arttext | Generative AI tools were used in the development of this game to assist with creating select artwork, writing promotional/store page descriptions, and localization. | One64 Games | - | Sep 6, 2026 | |
Wasteland Frenzy Unclear | Very few materials are AI-generated | WindGames | - | Sep 6, 2026 | |
Astrolander Dev only artcode | Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay. | SpaghetGames | - | Sep 6, 2026 | |
Bullets and Mods In-game content text | AI-assisted translation was used in the localization of the game text. | YYYANG | - | Sep 6, 2026 | |
The Last Roll In-game content artaudiotext | Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game. | Aspiro Games | - | Sep 5, 2026 | |
Daedalia In-game content artcode | Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us. | HYB | - | Sep 4, 2026 | |
Blend Hunter: Smoothie Bullet Heaven In-game content arttext | Generative AI tools were used during development to create and refine some pre-generated content. Codex was used for parts of the 3D model work, GPT Image was used to generate parts of the user interface, and AI tools assisted with some text and some Steam store and marketing visuals. These assets were reviewed and integrated by the developer. No audio or music was created with generative AI. The game does not generate AI content during gameplay. | NAN LOGIC LLC | - | Sep 4, 2026 | |
NUVRATE In-game content artaudio | Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay. | PELKOCHA | - | Sep 4, 2026 | |
Destruction Snake In-game content artaudiotext | Generative AI was used during development to assist in creating some pre-generated content, including certain visual assets, music and sound assets, as well as some text and localization content. All such content was generated during development and was reviewed, selected, edited, adjusted, and integrated by the developer before being included in the game.
The game does not use generative AI at runtime and does not generate new text, images, audio, or other game content dynamically in response to player input. | 林栖者游戏 | - | Sep 4, 2026 |