The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer
- Creator
- PiqFocus Interactive
- Reviews
- -
- Added
- Aug 24, 2026
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The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer
Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à produire une partie des illustrations livrées avec le jeu (portraits de personnages, décors, illustrations de cartes, icônes de succès) ainsi que des ressources graphiques de la page du magasin. Toutes les images ont été sélectionnées, retouchées et validées manuellement par le développeur avant intégration. Aucune génération en temps réel pendant le jeu.
Generative AI tools were used during the development of this game and in the creation of some of its visual, audio, and technical content. AI was used to create and refine the background, logo, and related visual elements. AI-assisted tools were used to create and prepare some of the sound effects. AI-powered coding tools were used for code generation, autocomplete, and development assistance. AI-generated designs were selected, edited, and enhanced for use in some of the game's visual content. Some visuals were selected from AI-generated designs and subsequently enhanced and upscaled. All AI-generated or AI-assisted content was reviewed, selected, edited, and adapted by the developer before being used in the game.
AI-assisted artwork
All AI involvement is pre-generated and human-reviewed: nothing is generated while you play, the game runs no AI models, and it never sends your data anywhere.
We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases. Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas. AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team. Generated images are never used as-is in the final product. Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure: originality of the content, respect for copyright, artistic consistency, and compliance with Steam/Valve guidelines. AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game. Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently. This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release.
Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running.
game logo and covers made with ai software tools
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
All voices are Ai generated along with the soundtracks. They are however created under strict instructions and hours of testing to get them right. Ai assisted in creating models/props.
Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI.
the code/image of game are mostly implemented by AI.
AI was used to speed up the development process
Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game.
Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content.
Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content.
steam store page logo and cover art made with ai tools
steam store page and cover art made with ai tools
Steam store page logo and cover art made with ai tools
Steam store page and cover art made with ai tools
Steam game logo and cover art to steam store page made with ai tools
Steam store page logo and cover art made with ai tools
Some of the images in the game are AI generated
steam logo and cover art made with ai software tools
Generative AI tools were used for localization assistance and for the creation or editing of certain promotional/marketing assets. The game itself does not contain AI-generated content, and no generative AI systems are used during gameplay.
AI was used only as a supporting tool for the design of some vinyl visual designs and language translation.
Game logo and cover art to store page made with ai tools
DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay.
AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation.
AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build. All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces.
Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer. We intend to use AI to help for translating and localizing the game.
Some marketing materials on our store page were created using artificial intelligence.
Localization and some of the graphics assets
This game uses generative AI as an assistive tool for creating some artwork and store assets. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content during gameplay.
Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game. AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result. Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future.
AI was used to get blurbs of movies and data such as year
AI was used for some in-game localization, and translation.
AI was used for translations and some of the in-game and store artwork.
AI was used for UI and some translations. No AI was used for creative content, progression balanceament nor any game-design related.
Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly.
Parts of the title background
Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay.
AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening. The game contains no unmodified AI outputs.
Some of the audio assets and objects were created with the assistance of AI tools.
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.
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.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Molluscarium In-game content art | The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer | PiqFocus Interactive | - | Aug 24, 2026 | |
Football Cup Survivor In-game content art | Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à
produire une partie des illustrations livrées avec le jeu (portraits de
personnages, décors, illustrations de cartes, icônes de succès) ainsi que des
ressources graphiques de la page du magasin. Toutes les images ont été
sélectionnées, retouchées et validées manuellement par le développeur avant
intégration. Aucune génération en temps réel pendant le jeu. | illou | - | Aug 24, 2026 | |
Hidden Cat Islands In-game content artaudiocode | Generative AI tools were used during the development of this game and in the creation of some of its visual, audio, and technical content.
AI was used to create and refine the background, logo, and related visual elements.
AI-assisted tools were used to create and prepare some of the sound effects.
AI-powered coding tools were used for code generation, autocomplete, and development assistance.
AI-generated designs were selected, edited, and enhanced for use in some of the game's visual content.
Some visuals were selected from AI-generated designs and subsequently enhanced and upscaled.
All AI-generated or AI-assisted content was reviewed, selected, edited, and adapted by the developer before being used in the game. | Ozy Cozy Games | - | Aug 24, 2026 | |
不吃鱼 DonEatFish Unclear art | AI-assisted artwork | Steeped Sky Studio | - | Aug 24, 2026 | |
Second Stage general | All AI involvement is pre-generated and human-reviewed: nothing is generated while you play, the game runs no AI models, and it never sends your data anywhere. | Archaic Labs | - | Aug 24, 2026 | |
Brainrot Simulator Dev only art | We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases.
Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas.
AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team.
Generated images are never used as-is in the final product.
Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure:
originality of the content,
respect for copyright,
artistic consistency,
and compliance with Steam/Valve guidelines.
AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game.
Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently.
This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game. | Pooandplay | - | Aug 23, 2026 | |
Pawville In-game content textart | We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game. | YEY Games | - | Aug 23, 2026 | |
God Faction In-game content art | Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release. | SagaDevs | - | Aug 23, 2026 | |
Plushy Store Tidy Up In-game content art | Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running. | SIV Games | - | Aug 22, 2026 | |
Worm In Village Store/marketing art | game logo and covers made with ai software tools | Valkeala Software | - | Aug 22, 2026 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
21: Dead Man's Deck In-game content audioart | All voices are Ai generated along with the soundtracks. They are however created under strict instructions and hours of testing to get them right. Ai assisted in creating models/props. | Downdog2519 | - | Aug 22, 2026 | |
Blackpaw In-game content audio | Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI. | Diogo Gonçalves | - | Aug 20, 2026 | |
Harvest Story In-game content artcode | the code/image of game are mostly implemented by AI. | CYCLOPS | - | Aug 20, 2026 | |
Pet Rock Workshop Dev only | AI was used to speed up the development process | Onknee Games | - | Aug 20, 2026 | |
BUNNYBALL: Arcade Basketball Roguelike In-game content art | Our visual development workflow uses generative AI to create parts of graphical elements and textures. Every AI-assisted visual asset is reviewed, edited and polished by our team to maintain a consistent visual standard across the game. | SuperSloth Games | - | Aug 20, 2026 | |
Jade Master: Chronicle In-game content art | Generative AI tools were used during development to assist with concept exploration and some fixed, pre-generated visual assets. All outputs were reviewed, edited, curated, and integrated by the developer. The game does not generate AI content at runtime, and players cannot prompt or create AI-generated content. | Fine Games | - | Aug 20, 2026 | |
Summer of Singing Insects Store/marketing art | Part of the game's art illustrations and promotional materials are assisted by generative AI. All AI-generated assets have been manually reviewed, edited and verified for compliance, with no infringing or illegal content. | TIANBODA | - | Aug 20, 2026 | |
Cape Warrior Store/marketing art | steam store page logo and cover art made with ai tools | Saylor Games | 11 | Aug 20, 2026 | |
Sad Virus Military Store/marketing art | steam store page and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Sad Virus Darkland Store/marketing art | Steam store page logo and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Sad Virus Asia Store/marketing art | Steam store page and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Sad Virus Castle Store/marketing art | Steam game logo and cover art to steam store page made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Worm in Ruins Store/marketing art | Steam store page logo and cover art made with ai tools | Kendall Studios | - | Aug 20, 2026 | |
Auction Simulator In-game content art | Some of the images in the game are AI generated | WOMBEX Games | - | Aug 19, 2026 | |
Sad Virus Egypt Store/marketing art | steam logo and cover art made with ai software tools | Valkeala Software | - | Aug 19, 2026 | |
Toys Co. In-game content textart | Generative AI tools were used for localization assistance and for the creation or editing of certain promotional/marketing assets. The game itself does not contain AI-generated content, and no generative AI systems are used during gameplay. | Noble Rat | - | Aug 19, 2026 | |
Vinyl Store: Tidy Up! In-game content arttext | AI was used only as a supporting tool for the design of some vinyl visual designs and language translation. | Pixel Puffs | - | Aug 19, 2026 | |
Devil Worm Store/marketing art | Game logo and cover art to store page made with ai tools | Saylor Games | - | Aug 19, 2026 | |
DriveGear In-game content artaudio | DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay. | Coffee n Cards | - | Aug 19, 2026 | |
Magic Shop Chaos In-game content text | AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation. | Freewill Games | - | Aug 19, 2026 | |
memory cafe Dev only codeart | AI tools were used during development in two areas. Code: an AI coding assistant helped write and refactor GDScript source; all output was reviewed and edited by the developer before being committed. UI design: interface layouts were prototyped as HTML mockups with AI assistance, then redrawn and implemented by hand as Godot scenes — no AI-produced file ships in the build.
All art and music in the game were created by people. Sound effects are generated procedurally by a hand-written synthesis script (numpy waveform synthesis, no models or samples involved). Fonts are open-licensed, human-designed typefaces. | Twiggy gaming | - | Aug 19, 2026 | |
Interlude In-game content arttext | Some visual assets and promotional artwork were created with the assistance of generative AI tools and subsequently selected, edited, composited, and integrated by the developer.
We intend to use AI to help for translating and localizing the game. | Interlude | - | Aug 17, 2026 | |
Fruitfall Store/marketing art | Some marketing materials on our store page were created using artificial intelligence. | Nikorych | - | Aug 17, 2026 | |
Aim Clicker In-game content textart | Localization and some of the graphics assets | 4Tins Studios | - | Aug 16, 2026 | |
Monster Collector Store/marketing art | This game uses generative AI as an assistive tool for creating some artwork and store assets. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not generate AI content during gameplay. | Lumora Studio | - | Aug 16, 2026 | |
Plum In-game content arttext | Human solo dev made: writing, music, game design, game production, voice acting, SFX, and basically everything else. In addition, some 3D and VFX asset packs (plus additional SFX) were purchased from third-party marketplaces, where they are explicitly labeled as non-AI, human-made content, and credited in-game.
AI usage: AI helped with localization corrections, and was used to refine assets, strictly following human artistic direction and human-made examples — no generation from scratch. Example: Plum's character portraits are in-game mesh screenshots, inserted by me into pre-designed empty icon frames, then refined with AI for a more polished result.
Note: I would be happy to replace AI-refined assets with human artist's work, if this becomes financially possible in the future. | Mad Arena Games | - | Aug 16, 2026 | |
VHS Nights: The Tidy Up Shift Dev only text | AI was used to get blurbs of movies and data such as year | Isolated Gamerz | - | Aug 16, 2026 | |
Gun Shop: Tidy Up In-game content text | AI was used for some in-game localization, and translation. | kotcool | - | Aug 16, 2026 | |
Daily Botanica In-game content textart | AI was used for translations and some of the in-game and store artwork. | Cyvana | - | Aug 16, 2026 | |
Path of the idle cultivator In-game content text | AI was used for UI and some translations. No AI was used for creative content, progression balanceament nor any game-design related. | Wuxia dev | - | Aug 16, 2026 | |
Konbini Cleanup In-game content art | Certain textures were generated with AI. We are working to remove these textures, and expect to have them entirely removed shortly. | Cleanup Crew! | 66 | Aug 16, 2026 | |
The Abyss’s Last Breath Unclear | Parts of the title background | furiousDevPhoenix | - | Aug 14, 2026 | |
Forgotten Haven: The First Call In-game content audioart | Pre-generated generative AI tools were used to create selected audio assets and Steam marketing artwork. All outputs were reviewed, curated, and edited by the developer. No content is generated live during gameplay. | Infotrium Inc. | - | Aug 14, 2026 | |
NIGHTSWEEPER In-game content textart | AI was used for localization, while being manually reviewed, and as a time-saving step in the development of some image and model assets, for retopology, concepting, and inbetweening.
The game contains no unmodified AI outputs. | Ryan Wheeler | - | Aug 14, 2026 | |
Mess in the Toy Shop In-game content audio | Some of the audio assets and objects were created with the assistance of AI tools. | Trigarb | - | 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 | |
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 | |
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 |