Only the character images are AI generated.
- Creator
- The Kingdom
- Reviews
- -
- Added
- Sep 22, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Only the character images are AI generated.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play.
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
Features generated texturework.
Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material.
Some images and character audio content were produced using AI.
The music for this game has been created with AI through serious prompting and critical listening. Want to donate your own electric swing music to this game? Contact us on Discord :)
AI-assisted tools were used in the enhancement of the game’s music.
The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons.
Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release.
Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer.
Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work. Live-generated content: none. The game does not generate any content with AI while it is running.
Generative AI was used for art, audio, localization and translation work in this game.
Proofreading some translations. Some 3D assets and sounds.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
- This game contains certain ai generated backgrounds. - Some of the game's code was Ai-assisted.
Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services.
AI image generation was used to create the logo, library assets and achievement assets for the game.
This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools.
Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine. AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects. No content is generated using AI whilst running the game.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
Generative AI was used to support and enhance the Soundtrack Production.
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use. All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game.
Generative AI was used only to assist with translation and localization of in-game text.
In this project, we are using generative AI to brainstorm ideas for character designs and to localize text.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
Some icons, sounds and translations were created with AI.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play. Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file. Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer. Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
IA used for localization
Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights.
AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself.
AI was used for some localizations.
This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background. All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Translations were generated with AI and then reviewed by the developer, including back-translation checks.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes. We plan to remove any LLM assets until release.
Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
Mission Nuts In-game content artaudio | Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | Tom Sheol | - | Sep 22, 2026 | |
Mega Exile Store/marketing arttext | Generative AI tools were used during development to help create some 3D character assets and store page text. This content is prepared in advance. Mega Exile does not generate AI content during gameplay or connect to external AI services while you play. | Felipe Cruz | - | Sep 22, 2026 | |
Pinewood Inn In-game content arttext | Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI. | plushiebear-games | - | Sep 22, 2026 | |
Shelf Stacker: Toy Store In-game content art | Features generated texturework. | QB Interactive | - | Sep 22, 2026 | |
STACKPUNK In-game content art | Some of STACKPUNK's 2D pixel art — including boss portraits, card artwork, background scenes, UI ornaments and achievement icons — was created with the assistance of a generative AI pixel-art tool during development. All AI-assisted images were generated ahead of time, then reviewed, edited and hand-finished by us before being shipped as fixed image files in the game. STACKPUNK does not generate any content live while you play, and the game never connects to an AI service. All gameplay, code, design, music and sound are authored by us or sourced from properly licensed/CC0 material. | Jinx Arcade | - | Sep 22, 2026 | |
Casino Owner In-game content artaudio | Some images and character audio content were produced using AI. | AKD Studios LLC | - | Sep 21, 2026 | |
OFF you GO! In-game content audio | The music for this game has been created with AI through serious prompting and critical listening.
Want to donate your own electric swing music to this game? Contact us on Discord :) | Kasper Fischer Topp | - | Sep 21, 2026 | |
Escape The Cavern Abyss In-game content audio | AI-assisted tools were used in the enhancement of the game’s music. | Luke Silva | - | Sep 21, 2026 | |
Obey the Beat In-game content audioart | The game used AI in the production of the music tracks, the album cover artwork, the artwork for the store page, and the achievement icons. | Bekho Team | - | Sep 21, 2026 | |
The Omega Strain Store/marketing art | Pre-generated AI-assisted artwork is used for some store/marketing graphical assets. The game does not generate AI content at runtime. All assets are reviewed by the developer before release. | Coincidence of Imagina | - | Sep 21, 2026 | |
Ghosts and Monsters In-game content art | Generative AI was used to assist in the creation of certain promotional and store page artwork. All gameplay, programming, game design, pixel art, and in-game content were created and reviewed by the developer. | Michel Marcoux | - | Sep 20, 2026 | |
Ecos de Valdrenne In-game content artaudiocode | Pre-generated content: part of the game's art (backgrounds, character and enemy sprites, portraits, props, key art and capsule images) was created with generative image tools (Google Gemini, PixelLab) and then reviewed, cut, edited and assembled by hand by the developer. Some sound effects were produced with AI audio tools (ElevenLabs). Parts of the source code were written with the assistance of an AI coding assistant (Anthropic Claude) under the developer's direction and review. The story, game design, world, dialogue and puzzles are the developer's own work.
Live-generated content: none. The game does not generate any content with AI while it is running. | Manuel Manzano | - | Sep 19, 2026 | |
Fantasy Matchmaker In-game content artaudiotext | Generative AI was used for art, audio, localization and translation work in this game. | 江左霉郎_林叔 | - | Sep 19, 2026 | |
Stillsky Dev only artaudio | Proofreading some translations.
Some 3D assets and sounds. | Latent Games | - | Sep 19, 2026 | |
Highside Challenge In-game content artaudio | Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay. | codeGamepad | - | Sep 19, 2026 | |
Infinite Heroes In-game content artcode | - This game contains certain ai generated backgrounds.
- Some of the game's code was Ai-assisted. | RetroCult | - | Sep 19, 2026 | |
AVALANCHE Store/marketing art | Some store-page and marketing artwork for AVALANCHE was created or edited using generative AI. The game does not generate content during gameplay and does not connect to external AI services. | SGGame | - | Sep 19, 2026 | |
Xenmega In-game content art | AI image generation was used to create the logo, library assets and achievement assets for the game. | iMWCode Gaming | - | Sep 19, 2026 | |
Motor Havoc Store/marketing art | This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools. | noirNebulr | - | Sep 19, 2026 | |
Prehistoric toybox In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer. | picnic rice | - | Sep 18, 2026 | |
Bonefall In-game content arttext | Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play. | Alien Minds | - | Sep 18, 2026 | |
Neon Chase In-game content audio | Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game. | Rogue Software | - | Sep 18, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
Please, Kick the Can! In-game content artaudio | Some art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play | Pingu Works | - | Sep 18, 2026 | |
Nullwatch In-game content audio | Generative AI was used to support and enhance the Soundtrack Production. | Grid North Games | - | Sep 18, 2026 | |
PERSONAL COMPUTER SOCCER by David Minayo In-game content art | Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay. | David Minayo | - | Sep 18, 2026 | |
Podium '80 In-game content artaudiocode | Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer. | Mebobox Ltd | - | Sep 18, 2026 | |
SHADOW OF THE KINGDOM In-game content art | Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service. | OCG K studio | - | Sep 18, 2026 | |
Ping Pong Attack: Return of the Pong In-game content audioart | Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use.
All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game. | Tedesen Games | - | Sep 18, 2026 | |
K-17 Solid Ground In-game content text | Generative AI was used only to assist with translation and localization of in-game text. | Skewsignal | - | Sep 18, 2026 | |
贋作・掟の門(習作) Dev only text | In this project, we are using generative AI to brainstorm ideas for character designs and to localize text. | ILCA, Inc. | - | Sep 18, 2026 | |
Code Grid In-game content artaudiotext | Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted. | NanQi | - | Sep 18, 2026 | |
Glintwave In-game content arttext | Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review. | Karmikal Apps | - | Sep 18, 2026 | |
Tokyo Canvas In-game content audioart | Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service. | kiarina | - | Sep 18, 2026 | |
Atomic Hockey In-game content artaudiotext | Some icons, sounds and translations were created with AI. | Purple Dragon Studios | - | Sep 18, 2026 | |
War of the Watchers In-game content audioart | War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay. | Crown & Cross Studios | - | Sep 18, 2026 | |
Spacejunk In-game content text | IA used for localization | Fax3D Games | - | Sep 18, 2026 | |
Slimefall In-game content codeart | Generative AI tools were used during development to assist with code optimization and UI icon prototyping. All content is safe for all audiences and does not infringe any copyrights. | Funny Turtle Games | - | Sep 18, 2026 | |
For the Common Wealth Store/marketing art | AI was used to help with created capsule art and assist with building the teaser trailers. There is no generative AI art, sound effects, video, or voice art in the game itself. | Podule Games | - | Sep 18, 2026 | |
River Runners In-game content text | AI was used for some localizations. | LogVenture | - | Sep 17, 2026 | |
Thumb Hiker In-game content artaudiocode | This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background.
All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements. | Sandbox Vibes | - | Sep 16, 2026 | |
超エキサイトボール In-game content artaudio | This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay. | ARAKI | - | Sep 16, 2026 | |
Night Drives In-game content text | Translations were generated with AI and then reviewed by the developer, including back-translation checks. | Catechin Studio | - | Sep 16, 2026 | |
Open Boat: Charter Fishing Simulator In-game content arttext | Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources. | LB_Game | - | Sep 16, 2026 | |
Maze of Thorns In-game content artaudiotext | Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay. | Fire Maple Games | - | Sep 16, 2026 | |
The Tidy TeaShop: Tidy Up The Tea Collection In-game content art | Some of the in game textures are a mix of handmade and LLM generated assets, for instance the standard nutritional information on the the tea-boxes.
We plan to remove any LLM assets until release. | Pebble & Pine | - | Sep 16, 2026 | |
Junkyard Astronauts In-game content artaudiotextcode | Junkyard Astronauts was developed with substantial help from an AI coding assistant (Claude), directed and reviewed by the developer. Specifically: the game's code was largely written with AI assistance; the 3D models, textures and yard layouts are produced by procedural generator scripts written with AI assistance; the sound effects are built from licensed, human-recorded sound libraries (Sonniss GDC bundles, Kenney) assembled and mixed by scripted tools written with AI assistance; the soundtrack is composed and rendered by a music engine written with AI assistance; parts of the store text and the achievement names were drafted with AI assistance. Everything was reviewed, edited and play-tested by the developer before shipping. No AI service is used during gameplay, and no content is generated at runtime. No AI-generated content imitates a real person or a third party's protected work. | muddermis | - | Sep 16, 2026 | |
Orymessa In-game content textart | Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service. | Arnaud Wissart | - | Sep 16, 2026 |