Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
- Creator
- LittleShark Marketing Kft.
- Reviews
- -
- Added
- Oct 1, 2026
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Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay.
Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
Generative AI assisted development, including artwork, writing and translations. This includes in-game and Steam store content. The game does not generate new AI content during play.
Maps will be generated
Pre-generated background graphics were created using generative AI and were subsequently selected for use in the game. The game contains no live-generated AI content and no AI interactions during gameplay.
Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay.
Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used.
Artificial Intelligence utilized in store images due to solo developer budget constraints. Images will be updated in the near future as budget constraints ease.
Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages.
Generative AI tools were used to make the game's artwork, music and sound effects, including the store page images.
The in-game illustrations in this game were created with generative AI image tools. This covers: - The background art for the 16 town illustrations - The turtle and enemy character art - The single-image art for the opening and ending - The dojo and battle backgrounds - The celebration art shown at gold milestones - The application icon The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game. Generative AI was also used for part of the text: - All English text was translated from Japanese with generative AI - In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI Generative AI was not used for: - The opening and ending text - Music and sound effects (these are synthesized by the program's own waveform code) - The developer's logo The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development: Written text was drafted with AI assistance and reviewed and edited by the developer. The gameplay, the art style, and every revision were decided by the developer. Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used. Map tiles and furniture are human-created licensed assets. Music and sound effects are human-created licensed assets. The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements. The game does not use AI to generate any content at runtime.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated.
Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand.
Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
Some UI assets in this game were created with the assistance of AI tools during development.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts.
Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers. Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu.
AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
music made by suno
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Game logo was created with help of AI tools.
Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation.
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Assists in localization
The direction of this game has been altered by artificial intelligence
Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets.
We only use AI as a supporting tool.
Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer. The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI.
This game includes pre-generated visual and auditory assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing.
Generative AI was used to create content such as artwork and sound.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision.
Generative AI was used during development to create and assist with character illustrations, card artwork, textures, other visual assets, music, story text, localization, and store and promotional artwork. The game uses pre-generated content selected and incorporated by the developer. It does not generate content with AI during gameplay or connect to external AI services during gameplay. Generative AI was also used for narration in promotional videos.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Legacy of Sol In-game content art | Generative AI-assisted tools were used during development to support the creation and refinement of some pre-generated visual assets. No AI content is generated during gameplay. | LittleShark Marketing Kft. | - | Oct 1, 2026 | |
Roguelette In-game content art | Generative AI was used during development to help create some visual assets and assist with development work. The resulting content was selected, edited, and integrated into the game by the developer. | Nightbyte | - | Oct 1, 2026 | |
Hero Football Manager In-game content codeartaudiotext | Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play. | Joseph Vu | - | Oct 1, 2026 | |
My Staff Are Dead! Paranormal Tycoon In-game content arttext | Generative AI assisted development, including artwork, writing and translations. This includes in-game and Steam store content. The game does not generate new AI content during play. | TheCarloBird | - | Oct 1, 2026 | |
Mischkalon Live AI | Maps will be generated | Clanwirtschaft.de | - | Oct 1, 2026 | |
Ocean Dynasty Tycoon In-game content art | Pre-generated background graphics were created using generative AI and were subsequently selected for use in the game. The game contains no live-generated AI content and no AI interactions during gameplay. | Henry Elstner Development & Design | - | Oct 1, 2026 | |
The Drowned Table In-game content art | Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay. | Undeathical Productions | - | Oct 1, 2026 | |
Thornline TD In-game content text | Some of the in-game and store page text was written with the help of AI tools and edited by the developer. No AI image, music or voice generators were used. | Corby Wenzelbach | - | Oct 1, 2026 | |
March Out! Store/marketing art | Artificial Intelligence utilized in store images due to solo developer budget constraints. Images will be updated in the near future as budget constraints ease. | Mason Brignac | - | Oct 1, 2026 | |
Withstand The Horde In-game content arttext | Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages. | Pere Brau Martínez | - | Oct 1, 2026 | |
Five More Minutes In-game content artaudio | Generative AI tools were used to make the game's artwork, music and sound effects, including the store page images. | Kristo Eevardi | - | Oct 1, 2026 | |
カメノミクス - Tortoise Trader In-game content arttext | The in-game illustrations in this game were created with generative AI image tools. This covers:
- The background art for the 16 town illustrations
- The turtle and enemy character art
- The single-image art for the opening and ending
- The dojo and battle backgrounds
- The celebration art shown at gold milestones
- The application icon
The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game.
Generative AI was also used for part of the text:
- All English text was translated from Japanese with generative AI
- In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI
Generative AI was not used for:
- The opening and ending text
- Music and sound effects (these are synthesized by the program's own waveform code)
- The developer's logo
The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements. | はたらいてみよっか | - | Oct 1, 2026 | |
Tenshu: The Keep Must Hold In-game content artaudiocodetext | Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play. | 亞瑟先生 Mister Arthur Games | - | Oct 1, 2026 | |
Bugs Don't Pay Rent Store/marketing textart | This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 1, 2026 | |
Cook Or Get Cooked In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 1, 2026 | |
Grim Island In-game content art | Some of Grim Island's artwork was created using generative AI image tools, working from original artwork hand-drawn by the developer and then curated and edited by the developer. No other content is AI-generated. | Spectral Crow | - | Oct 1, 2026 | |
Rally Dynasty In-game content art | Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand. | Daniel Raissar | - | Oct 1, 2026 | |
Let's Go! Curio Crew! In-game content arttext | Generative AI tools were used during development to assist with some artwork and localization for the game and its store materials. These images and texts are prepared in advance and included as pre-generated content. The game does not use generative AI to create content or code during gameplay. | Yichuan Game | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
My Boba Shop Simulator In-game content art | Some UI assets in this game were created with the assistance of AI tools during development. | Yishir | - | Oct 1, 2026 | |
Dungeon Forge Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Rogue Against World | - | Oct 1, 2026 | |
Stock Car Tycoon Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Tycoon Managers | - | Oct 1, 2026 | |
流量依存症 In-game content audio | Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay. | OBINO Studio | - | Oct 1, 2026 | |
Fibonex In-game content arttext | Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts. | Fibonexia | - | Oct 1, 2026 | |
Motorsport Manager 2 In-game content art | Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers.
Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu. | Playsport Games | - | Oct 1, 2026 | |
Motel 51: Papers, Keys & Aliens In-game content art | AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators. | press any key | - | Oct 1, 2026 | |
change dynasties In-game content arttext | A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services. | 正义伙伴 | - | Sep 30, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
Counting Sand in the Sahara Unclear audio | music made by suno | nameless zombie | - | Sep 30, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
DECISIVE DECKS In-game content art | This game uses generative AI to assist in creating some of its visual assets, including card illustrations, backgrounds, and interface artwork. These assets are reviewed, edited, and integrated by the developer. All AI-assisted content is created during development; the game does not generate AI content while you play. | Pick Huang | - | Sep 30, 2026 | |
Railwright Store/marketing art | Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay. | Piu Entertainment | - | Sep 30, 2026 | |
A Game About Needle In A Haystack Store/marketing art | Game logo was created with help of AI tools. | Developer about... | - | Sep 30, 2026 | |
Sort the Red Pandas: Tidy Up & Shelve In-game content arttext | Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation. | Ms.RedPanda | - | Sep 30, 2026 | |
Final Verdict: Mistwood In-game content text | Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication. | Hawks Studios | - | Sep 30, 2026 | |
Thrust: the Hunt In-game content artaudiotext | Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay. | ZIG GAMES | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
Walled Project: K In-game content text | Assists in localization | Kitchan | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Slacklord Store/marketing art | Generative AI was used to create some visual elements in certain promotional images for the Steam store page. These images are pre-generated and do not change during gameplay. The game currently does not generate AI content during gameplay or connect to external AI services. | Clearbrook Games | - | Sep 30, 2026 | |
Home Trading Simulator Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 30, 2026 | |
Helbreath Mystic Tavern Classic In-game content art | We use AI to assist with debugging, prototyping, automating repetitive processes, and generating some of the game's visual assets. | Mystic Tavern | - | Sep 30, 2026 | |
Bob's Dough: The Absurd Bakery Unclear | We only use AI as a supporting tool. | MONADRA | - | Sep 30, 2026 | |
Deep Lantern In-game content art | Deep Lantern contains some pre-generated visual assets created or assisted with generative AI, including certain textures, interface or illustrative visual elements, which were then reviewed, edited, and integrated manually by the developer.
The game does not use live generative AI during gameplay, and players cannot generate content in-game using AI. | Deep Lantern | - | Sep 30, 2026 | |
中华料理大王 In-game content artaudio | This game includes pre-generated visual and auditory
assets created with the assistance of generative AI. These assets have been reviewed, edited, and integrated by the development team. The game does not use generative AI to create content while players are playing. | Dawang Games | - | Sep 30, 2026 | |
ROGRID In-game content artaudio | Generative AI was used to create content such as artwork and sound. | QuickTurtle Co., Ltd. | - | Sep 30, 2026 | |
Cosmic Dominion In-game content art | Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated. | DMarshallGaming | - | Sep 30, 2026 | |
ISKRA: Beneath The Frost In-game content art | ISKRA currently includes AI-generated artwork prepared during development. We plan to replace this artwork with work created by human artists before leaving Early Access, giving the game the individual artistic identity we envision. | The Zioms Media | - | Sep 30, 2026 | |
AUREUS GEMWORKS ― リリトリオンの宝石工場 In-game content artaudiotext | Generative AI was used during development to create and assist with character illustrations, card artwork, textures, other visual assets, music, story text, localization, and store and promotional artwork. The game uses pre-generated content selected and incorporated by the developer. It does not generate content with AI during gameplay or connect to external AI services during gameplay. Generative AI was also used for narration in promotional videos. | KarmaNeko | - | Sep 30, 2026 |