Some item icons and background models use assets generated with generative AI.
- Creator
- PhotonSystem
- Reviews
- -
- Added
- Oct 4, 2026
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Some item icons and background models use assets generated with generative AI.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication. The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
Generative AI was used to create assets such as items and structures.
AI was used for the translation of the game.
As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Generated art for cards. Generated 3d models.
Generation of marketing materials and concept art was supported by generative AI.
Generative AI was used during development to help create some pre-generated quiz questions and visual artwork used in the game and its promotional materials. These are fixed assets prepared before release. The game does not generate content with AI during gameplay.
Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay.
Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools
Generative AI tools were used during development to create or assist with some pre-generated visual assets, such as ability icons. All AI-assisted content is reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Created background and logo AI.
AI tools assisted development and the preparation of store-page text and artwork. The game does not generate AI content during play.
Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay.
Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release.
Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human.
Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy.
"Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements."
This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists.
Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas.
Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime.
This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI.
The in-game text was localised with the help of generative AI.
i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play)
Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page. These images are promotional illustrations and are a good representation of the in-game visuals.
Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay.
AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style.
Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay.
As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay.
Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service.
Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service.
The game includes two AI generated music tracks and all Non-English text was translated using AI translation tools.
This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play.
Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates.
AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video.
Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand.
Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab.
This game utilizes generative AI tools to assist in creating certain in-game assets. Specifically, AI was used to generate initial drafts for box trademark textures, warehouse prop assets, and some UI resources. All generated assets were manually reviewed and modified by our development team to ensure they do not infringe upon any third-party copyrights before being implemented into the final game
Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge.
Background and Logo Created AI.
Guild of Souls features artwork developed with generative AI.
AI was used only to generate the base background artwork, which was then manually edited and adapted to fit the game's art style.
Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay.
Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay.
Parts of the in-game text, its translation, and the store page text were drafted with AI assistance and edited by hand.
Some assets in this game were created with generative AI tools during development and then selected and edited by hand: the store key art and capsule images, some in-game images (UI decorations, stage backgrounds and some illustrations), and the background music and jingles. No generative AI is used while you play: the stats and skills of your drawing are decided by deterministic on-device image processing, and nothing is sent to an AI service.
Generative AI tools were used to assist in creating some pre-generated decorative in-game artwork, including wall posters, as well as selected promotional and Steam store artwork. All generated content was reviewed and edited before inclusion. The game does not use live-generated AI content during gameplay.
Generative AI was used in supporting the generation of artwork, code, testing and marketing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Nonet Concerto R In-game content art | Some item icons and background models use assets generated with generative AI. | PhotonSystem | - | Oct 4, 2026 | |
Statemakers In-game content text | Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime. | Amberland Studio | - | Oct 4, 2026 | |
Wolf Island In-game content art | Generative AI was used to create assets such as items and structures. | 30.2% | - | Oct 4, 2026 | |
Gridbound In-game content text | AI was used for the translation of the game. | RheaGameProductions | - | Oct 4, 2026 | |
Nexaris In-game content artaudio | As a solo developer, I utilized AI-assisted tools during the development process to help conceptualize and create select visual assets and audio elements. These technologies were used alongside traditional development methods to streamline production and bring the game's aesthetic vision to life. | Philipp Schneider | - | Oct 4, 2026 | |
Hold My Cargo In-game content arttextcode | Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services. | Favera Studio | - | Oct 4, 2026 | |
Dark Forest In-game content art | Generated art for cards. Generated 3d models. | Macon Games | - | Oct 4, 2026 | |
Rune Runners Store/marketing art | Generation of marketing materials and concept art was supported by generative AI. | Pierogi Games | - | Oct 3, 2026 | |
QUIZ BREAKER In-game content arttext | Generative AI was used during development to help create some pre-generated quiz questions and visual artwork used in the game and its promotional materials. These are fixed assets prepared before release. The game does not generate content with AI during gameplay. | DIG GAMES | - | Oct 3, 2026 | |
DEEPER Store/marketing art | Some game artwork and promotional images were created with generative AI. The game does not generate AI content during gameplay. | s4eyo | - | Oct 3, 2026 | |
Dust & Dig In-game content artaudio | Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools | EEE Games | - | Oct 3, 2026 | |
UNDER BomB In-game content art | Generative AI tools were used during development to create or assist with some pre-generated visual assets, such as ability icons. All AI-assisted content is reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay. | teaneu | - | Oct 3, 2026 | |
Amateur Football Together In-game content art | Created background and logo AI. | NOXE | - | Oct 3, 2026 | |
Sketch Defense Store/marketing arttext | AI tools assisted development and the preparation of store-page text and artwork. The game does not generate AI content during play. | WackyJacky101 | - | Oct 3, 2026 | |
ROTORORA Drone Racing In-game content audiotext | Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay. | JinCycle | - | Oct 3, 2026 | |
Case Opened In-game content art | Case Opened is made by a solo developer with no art budget to spare. Some of the art that ships in the game was created with generative AI: the Adhesives (stickers), the portraits of the appraisal targets, and some weapon masks. The weapon themes ARE NOT AI-generated. No AI generates content while you play. Our goal is to raise funds to hire artists and replace this art before the full release. | Under20 | - | Oct 3, 2026 | |
文字刷宝录 Text Loot Codex In-game content audio | Some of the music and sound effects in the game were AI-generated and subsequently manually adjusted by a human. | 棱镜工作室 | - | Oct 3, 2026 | |
Something in the Rows In-game content art | Some 3D models in this game, with their textures, were generated with an AI 3D-modeling tool from our own designs and then rigged and edited for the game: the Harvester, the Halloway family, the two playable co-op characters, the scarecrows and the wax effigy. | Distorted Games Studio | - | Oct 3, 2026 | |
GRID64 In-game content art | "Generative artificial intelligence was used to create visual assets for the game, including illustrations for the store page, promotional materials, and in-game graphic elements." | Frederico Dos Santos Lima | - | Oct 3, 2026 | |
Deviant District In-game content art | This was created by a developer who used AI to assist with concept images, 3D model creation, and assets. Each piece was meticulously placed by an actual person. We're comedians, not professional artists. | Petrichor Creation Group | - | Oct 3, 2026 | |
Age Of Enoch Dev only code | Inteligência artificial usada para fins de aprimoramento de código e tarefas repetitivas. | drezitu | - | Oct 3, 2026 | |
Kick4Two In-game content artaudiotextcode | Generative AI tools were used during development to assist with the game's code, the logo and store artwork, the in-game tournament posters, the synthesized sound effects, the store texts and the trailer edit. All content was reviewed and directed by the developer. No AI-generated content is created at runtime. | opinionampGames | - | Oct 3, 2026 | |
Tactical Combat Simulator Dev only codetext | This game includes generative AI. Used for assisting coding, and localization,No arts or story texts were generated by AI. | Terraminus Studios | - | Oct 3, 2026 | |
Dr. Tod's Very Good Clinic In-game content text | The in-game text was localised with the help of generative AI. | Natto Chicken | - | Oct 3, 2026 | |
Final Tactics Dev only code | i coded this game by hand over 16 years; now i use ai to help me with the refactor (from hotseat -> online play) | Final Tactics Creator | - | Oct 3, 2026 | |
Station 12 In-game content art | Generative AI was used to help create some of the promotional artwork and marketing images displayed on Station 12’s Steam store page.
These images are promotional illustrations and are a good representation of the in-game visuals. | John Kircher | - | Oct 3, 2026 | |
SAR: DEAD SIGNAL In-game content audioart | Generative AI tools assisted with some audio assets and promotional artwork during development. The game does not generate AI content during gameplay. | PlayPartyGames | - | Oct 3, 2026 | |
Goblin Apocalypse: Open World Survival In-game content textaudioart | AI is used to assist with the localization and translation of the game's store page and in game text. It is also used to assist with some simple voice interactions, such as goblin growls and battle cries, as well as basic texture adjustments that fit the game's low poly visual style. | Nons Games | - | Oct 3, 2026 | |
Lootale Slash In-game content artcodetext | Generative AI tools were used as development assistants for selected visual assets, code, and localization drafts. All AI-assisted outputs were reviewed, edited, adapted, and integrated by the development team. The final creative direction, game design, implementation, and quality control were handled by humans. No content is generated by AI during gameplay. | Pesselp LTDA | - | Oct 3, 2026 | |
Siegehand In-game content art | As a solo developer I have been using some generative AI tools to support the design of some card illustrations and backgrounds. These assets are prepared before release and through early access I intend to replace the majority of these assets with alternatives, where appropriate. Siegehand does not generate content using AI during gameplay. | Kessel Studio Games | - | Oct 3, 2026 | |
SCREW IT! In-game content artaudiotext | Generative AI tools were used during development to assist in the creation of selected visual, audio, and text assets. All AI-assisted content was reviewed, curated, and integrated by the development team. The game does not generate AI content during gameplay. | 352 Interactive | - | Oct 3, 2026 | |
Hotpot Party In-game content artaudio | Generative AI helped create some artwork, UI icons, audio assets and store graphics during development. Store graphics use our original cat designs as references. No content is generated during play, and the game does not connect to an AI service. | Nuclear Kitty Games | - | Oct 3, 2026 | |
CUE-RIOUS In-game content arttext | Generative AI was used to create promotional artwork and to assist with store-page text and in-game localization. The game does not generate AI content during gameplay or connect to an external AI service. | Grill Kinetic LLC | - | Oct 3, 2026 | |
Auto Ball In-game content audiotext | The game includes two AI generated music tracks and all Non-English text was translated using AI translation tools. | Dominick Favata | - | Oct 3, 2026 | |
Habitat: The Endless Terrarium In-game content arttext | This game includes content created with the help of generative AI. The base 3D animal models were generated using an AI 3D-modeling tool and then rigged, animated, and hand-finished by the developer. Non-English translations were initially AI-drafted and then reviewed and corrected by the developer. All content is final and reviewed before release — no AI content is generated while you play. | divineVisitation | - | Oct 3, 2026 | |
Unhex In-game content audioart | Some assets (voiceovers, wall paintings, icons) are currently generated using AI and are planned to be replaced with artist-created assets in future updates. | Major Dog Games | - | Oct 3, 2026 | |
Zombie Royale In-game content artaudio | AI tools were used to generate the models for the Players, Zombies and Cyborgs used in this game. AI was also used to generate the images used in the introduction video as well as the voice-over for that video. | Perihelion-Software | - | Oct 3, 2026 | |
BrouHaHa Dev only code | Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand. | Porto Palma Studios | - | Oct 3, 2026 | |
Alien or Duck! Dev only art | Generative AI was used to assist in creating one or two background 3D assets during the development process. All other 3D models, visual effects, and environmental assets were custom-made or sourced entirely from standard digital asset marketplaces like Fab. | Aliens Pro-StudioZ | - | Oct 3, 2026 | |
Loading Dock Simulator In-game content art | This game utilizes generative AI tools to assist in creating certain in-game assets. Specifically, AI was used to generate initial drafts for box trademark textures, warehouse prop assets, and some UI resources. All generated assets were manually reviewed and modified by our development team to ensure they do not infringe upon any third-party copyrights before being implemented into the final game | BlueGroundStudio | - | Oct 2, 2026 | |
Degen Idle Dev only | Degen Idle uses AI-assisted customer support. When you submit a support ticket, AI may use the ticket, attachments, and relevant account and gameplay information to provide a short, private reply. It does not generate live gameplay content or public chat messages, change player data, grant items, or issue refunds. Sensitive or unresolved cases are escalated for human review. AI-assisted support has no additional charge. | Ithoro LLC | - | Oct 2, 2026 | |
STOP THE VAN! Store/marketing art | Background and Logo Created AI. | NOXP | - | Oct 1, 2026 | |
Guild of Souls In-game content art | Guild of Souls features artwork developed with generative AI. | Recoil Mojo | - | Oct 1, 2026 | |
Raid Sky In-game content art | AI was used only to generate the base background artwork, which was then manually edited and adapted to fit the game's art style. | Kimicharu01 | - | Oct 1, 2026 | |
SHIFTMARE In-game content arttext | Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay. | Andrii Torbenko | - | Oct 1, 2026 | |
Stone Age Games In-game content artaudio | Pre-generated AI artwork, music and sound effects. No live AI generation during gameplay. | chi yin so | - | Oct 1, 2026 | |
Grand Ouvert In-game content text | Parts of the in-game text, its translation, and the store page text were drafted with AI assistance and edited by hand. | DASPRiD | - | Oct 1, 2026 | |
らくがきスマッシュ / Doodle Smash In-game content artaudio | Some assets in this game were created with generative AI tools during development and then selected and edited by hand: the store key art and capsule images, some in-game images (UI decorations, stage backgrounds and some illustrations), and the background music and jingles. No generative AI is used while you play: the stats and skills of your drawing are decided by deterministic on-device image processing, and nothing is sent to an AI service. | 白鳥のぞみ | - | Oct 1, 2026 | |
RAT LUCK In-game content art | Generative AI tools were used to assist in creating some pre-generated decorative in-game artwork, including wall posters, as well as selected promotional and Steam store artwork. All generated content was reviewed and edited before inclusion. The game does not use live-generated AI content during gameplay. | Miloš Lužnjanin | - | Oct 1, 2026 | |
OVERREACH 2126 Dev only artcode | Generative AI was used in supporting the generation of artwork, code, testing and marketing. | The Extremely Tiny Game Studio | - | Oct 1, 2026 |