Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay.
- Creator
- Mehmet Emin Tellioglu
- Reviews
- -
- Added
- Sep 27, 2026
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Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay.
Contains some assets created with generative AI tools.
Video, some textures, and 3D models
Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI tools were used to assist with some assets.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content.
Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play.
Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play.
I've just gen AI to help with the store page and coding of game elements.
Some images in the game were created using generative AI.
Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content. AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game. AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer. Generative AI was used for: Code and implementation support: OpenAI Codex and Anthropic Claude 3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai Writing and translation support: ChatGPT Sounds and voices were recorded by humans. Every part of the game was directed, reviewed, tested and refined by hand.
We currently use generative AI-assisted tools during development to create some pre-generated visual content. The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game. The game does not generate AI content during gameplay and does not connect to external AI services while running.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
Generative AI tools were used during development to assist with concept art, promotional/store imagery, and some code. No content is generated in real time while playing — all in-game assets and text are fixed and do not change at runtime.
This game may contain generative artificial intelligence.
Sunday Pilot contains no AI-generated art, music, voice or in-game text. Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored. The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated. The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer. The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result. The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play
Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release.
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
The announcement artwork was created with the help of generative AI. I also use AI coding agents for debugging and development assistance. A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
Generative AI was used for some game banners, localization, and a small number of in-game icons.
This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency. AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements. The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation. With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience.
Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game.
The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release. Nothing in the game is generated by AI while you play.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team.
The banners on the game's Steam page were generated by AI
Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay.
Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text).
The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation.
I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible.
As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design.
Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service.
Pre-generated voice-over and minor environmental assets were created using generative AI. All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay.
Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available.
Some game assets were generated using AI.
During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content.
Some assets used in-game and on promo art are generated using generative artificial intelligence.
AI tools were used to help translate the game's text into other languages.
Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TellioBall In-game content artaudio | Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay. | Mehmet Emin Tellioglu | - | Sep 27, 2026 | |
OVC Unclear | Contains some assets created with generative AI tools. | Noetherian Studios | - | Sep 27, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Space Tanks Store/marketing art | Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay. | Black Blowfish Software Labs | - | Sep 26, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Hunt or Pray Live AI art | Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content. | Rusty Clover | - | Sep 25, 2026 | |
Anatolian Soup Simulator In-game content art | Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play. | Simurg Software and Games | - | Sep 25, 2026 | |
Utkant In-game content textcode | Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play. | Mathias Rørvik | - | Sep 25, 2026 | |
Mouse Mortar CE Store/marketing textcode | I've just gen AI to help with the store page and coding of game elements. | String Theory Cinema Games | - | Sep 25, 2026 | |
Unlucky Duck In-game content art | Some images in the game were created using generative AI. | Oldtushka | - | Sep 25, 2026 | |
Roadshift In-game content artcodetext | Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI. | RVLWorks | - | Sep 25, 2026 | |
SLING CITY In-game content artaudio | Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service. | Trago LLC | - | Sep 25, 2026 | |
Wobblebound In-game content art | AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay. | Kasperzack Games | - | Sep 25, 2026 | |
Orbtrix In-game content artaudiotext | Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages. | Sinonium | - | Sep 25, 2026 | |
Quest for the Golden Nail In-game content arttextcode | Quest for the Golden Nail was made with extensive use of generative AI. All creative, design and production decisions were made by a human developer.
Generative AI was used for:
Code and implementation support: OpenAI Codex and Anthropic Claude
3D Art & Textures: Codex, ChatGPT / Imagen, Meshy.ai
Writing and translation support: ChatGPT
Sounds and voices were recorded by humans.
Every part of the game was directed, reviewed, tested and refined by hand. | PoweredByPixels | - | Sep 25, 2026 | |
Wallstrike In-game content art | We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running. | Ctrl+Gecko | - | Sep 25, 2026 | |
Wreckums In-game content artaudio | Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play. | Whimstead LLC | - | Sep 25, 2026 | |
Peristyle In-game content artcode | Generative AI tools were used during development to assist with concept art, promotional/store imagery, and some code. No content is generated in real time while playing — all in-game assets and text are fixed and do not change at runtime. | Elouen Ginat | - | Sep 25, 2026 | |
Endless Droppers general | This game may contain generative artificial intelligence. | Bret | - | Sep 25, 2026 | |
Sunday Fighter Pilot Dev only textcode | Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline. | nitzan.games LLC | - | Sep 25, 2026 | |
MOBBED Store/marketing art | Generative AI tools were used during development to create and refine some branding, interface artwork, and promotional images. These assets are prepared in advance; the game does not generate AI content during gameplay. | Stari Studios | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
Kaput Dev only code | KAPUT is made by a small team, and we use AI coding assistants as a programming tool during development — to help write, refactor and review parts of the game's code and internal documentation. Every change is reviewed, tested and integrated by our developers, who are responsible for the final result.
The game's art, animation, music, sound design and writing are made by the team. No content is generated by AI while you play | Anima Dream | - | Sep 25, 2026 | |
OMG: Oh My Gravity In-game content text | Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release. | WINDUP | - | Sep 25, 2026 | |
Wormhole-in-One In-game content audioarttext | Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code. | Keep Making Games | - | Sep 25, 2026 | |
Joey's Slimeventure In-game content artcode | The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release. | Joshua Pond | - | Sep 25, 2026 | |
Mine It All! In-game content arttext | Generative AI was used for some game banners, localization, and a small number of in-game icons. | Golden Pick Games | - | Sep 25, 2026 | |
Tank Odyssey In-game content artaudio | This game is developed under the direction of an independent developer. Its core tank mechanics, combat system, UI design, and mission system were all implemented using Godot, with AI-assisted tools incorporated to improve development efficiency.
AI tools are primarily used in asset creation, including background images, vehicle images, sound effects, and UI elements.
The game’s core design philosophy, gameplay mechanics, and programming logic were all personally conceived and implemented by the developer. AI serves only as a supporting tool and is not the primary source of creation.
With the assistance of AI tools, we are able to focus more closely on gameplay and overall quality, allowing our limited resources to be invested in the most important aspects of the player experience. | px172 | - | Sep 24, 2026 | |
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 | |
Paladin HC In-game content art | Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game. | Fahrettin's House | - | Sep 24, 2026 | |
SlimeBreak In-game content text | The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release.
Nothing in the game is generated by AI while you play. | KisnLabs | - | Sep 24, 2026 | |
Get Off My Trailer! In-game content arttext | We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play. | Plotrick | - | Sep 24, 2026 | |
Anime Shop Chaos: Tidy Up! In-game content art | Generative AI was used to create some store page images, in-game images, and concept art for certain 3D models. All generated content was reviewed and edited by the development team. | Playchemy Studio | - | Sep 24, 2026 | |
PHOBOS: Rescue Store/marketing art | The banners on the game's Steam page were generated by AI | engineerandgamers | - | Sep 24, 2026 | |
Wreck King Store/marketing art | Generative AI was used to assist in creating promotional artwork for the Steam store page and marketing assets. No live-generated AI content is used during gameplay. | Woolley Studios Inc. | - | Sep 24, 2026 | |
Chechelevo Mainland In-game content arttext | Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text). | 1_Xaker | - | Sep 24, 2026 | |
TCG Football Card Shop Simulator - Prologue Store/marketing art | The game utilizes AI-generated content (such as concept illustrations, capsule art, and certain user interface asset variations) during the development process to enhance visual presentation. | Tueron Games | - | Sep 24, 2026 | |
COCORUSH In-game content artaudiocode | I used AI-generated images, assets, and music. I also used AI to assist with creating some of game's Bluprint. However, as a Motion graphic designer, I created as many of the 3D assets myself as possible. | Wilson.Pairs | - | Sep 24, 2026 | |
KIBA - Kittys Idle Brick Arena In-game content art | As a solo developer, I leverage generative AI tools to efficiently create visual assets and UI elements. Much like an automated tool helps a single craftsman, this technology allows me to bring my vision to life independently, maintaining full creative control over the game's mechanics, logic, and design. | Kitty Games | - | Sep 24, 2026 | |
SLAM TANK Store/marketing artcode | Generative AI-assisted tools were used during development to assist with programming tasks and to create or refine selected 3D models. All AI-assisted code and 3D assets were reviewed, edited, tested, and integrated by the development team. AI-assisted tools were also used for selected Steam marketing artwork. The game does not generate content with AI during gameplay and does not connect to an external AI service. | Next Stage Inc. | - | Sep 24, 2026 | |
Pick A Door In-game content audioart | Pre-generated voice-over and minor environmental assets were created using generative AI.
All generated content was selected, edited, and integrated by the development team. No generative AI is used during gameplay. | Lost Tales Studios | - | Sep 24, 2026 | |
Chill Boats: Open Waters In-game content audio | Some sound effects in the game, including boat and engine sounds, were generated using AI tools during development and are included as pre-generated audio assets. This was intended as a temporary solution, with the goal of replacing them with original, professionally recorded sound effects once the necessary resources become available. | Omble Studio | - | Sep 24, 2026 | |
One Second Hero In-game content | Some game assets were generated using AI. | YaYa Game | - | Sep 24, 2026 | |
Trap Side In-game content arttextaudio | During the development of our game, pre-generated AI tools were used to assist with asset creation. We utilized Gemini 3.1 Pro to generate UI illustrations and localized text, and Suno AI to create the background music. All AI-assisted assets have been human-reviewed, edited, and integrated into the final build. The game does not contain any live-generated AI content. | RavenLux | - | Sep 24, 2026 | |
Coin Pusher Millionaire In-game content art | Some assets used in-game and on promo art are generated using generative artificial intelligence. | 1M | - | Sep 23, 2026 | |
Shady Shop In-game content text | AI tools were used to help translate the game's text into other languages. | Wobbly Shelf Games | - | Sep 22, 2026 | |
AeroBloom Dev only | Generative AI tools were used during development to help refine some of the game's content and development tasks. No content is generated by AI in real-time during gameplay. | Quito Digital Works | - | Sep 22, 2026 | |
One More Claw In-game content arttext | Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI. | YogurtGames | - | Sep 22, 2026 |