Background Music (BGM) Sound Effects (SE)
- Creator
- MoldGames
- Reviews
- 183
- Added
- Mar 18, 2026
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Background Music (BGM) Sound Effects (SE)
AI tools used to create game store assets.
Some placeholder card art was generated using AI, and was then edited and photobashed to create new images, as are the placeholder boss portraits.
包含由AI协助的美术素材。 素材来源:MiaoMiao Pixel,Illustrious Flanime XL - High-Quality Flat Anime
AI was used to generate some of the artwork and assets in the game.
The game used AI generated photos to show the story between levels.
Some parts of the game's description, promotional text, in-game code snippets, and localization were created with the assistance of generative AI tools. All AI-assisted content has been reviewed and edited by the developer to ensure clarity, accuracy, and functionality.
Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity.
Some non-essential materials were created with AI assistance.
AI has been used to accelerate each stage of the development - and always reviewed + edited by a human.
decotrative Drawings in-games and Trailer musics are only AI generated contents
Contains two AI-generated background images
Portions of the game code were developed with the help of Cursor, an AI integrated IDE.
PixelRefinery uses AI-powered algorithms to analyze pixel art and automatically convert it into clean, fully editable vector graphics while preserving the original style, proportions, and colors. The AI operates only on user-provided images and does not generate independent or unpredictable content. All output is deterministic and based solely on the input artwork.
Some of the illustrations were generated with the assistance of Ai image tools and were then manually edited for final use.
As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets.
・Used for programming assistance ・Used for background images ・For use in store page graphic assets
The game’s soundtrack was created using Suno AI music generation tools, then reviewed and refined by our team. The final tracks are included directly in the game files and played during gameplay like a traditional soundtrack.
Assets generated with AI and Ability to communicate with a tailored AI model for questions, answers and information.
Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity.
We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances.
As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos.
Use of AI in coding and translations.
Various Icons and Art.
Some of the texts and music is generated using A.I. Everything else is handcrafted.
AI used to assist with creation of store page images.
AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made.
I have used AI to machine translate the in-game texts to languages other than danish and english. I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance.
The in-game assets do not use AI, only the store page does.
Title menu and store/library page artwork excluding logo.
Some background image may generated by artificial intelligence.
The background of the game and parts of the items are generated by AI
Artificial Intelligence is used for generation in the game itself, on its store page, and in Steam marketing and community materials.
Generative AI tools were used in the development of Flower Dungeon. Tools used: NovelAI, SUNO Scope of use: Backgrounds, enemy and hero illustrations, and background music
AI was used to complete the missing sections of the background image for store page marketing purposes.
Some images as well as game musics have been generated by an IA
Use AI to create enemy character designs and music.
Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library
Some sounds and visual assets in PLAYNESE were enhanced using generative AI tools during development and are reviewed for quality and consistency. All AI generated content is pre-rendered and static, with no live AI generation during gameplay.
Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated.
A.I. was only used to produce the music
This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline. AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page.
Artificial intelligence, in particular ChatGPT, was used to create visual elements based on the author's ideas, since the team does not have professional artistic skills. AI also actively helped in the programming process, greatly simplifying and speeding up development. From the entire FANTOM INK team, thank him so much! We wish ChatGPT further development and new heights.
AI was used to assist with fixing code errors and to create placeholder images during development.
I used AI for just basic Notification images or basic UI images. Nothing more than that.
Our game uses AI primarily to support functions that would traditionally require a larger development team. Due to our limited resources, we integrated AI tools to streamline content generation and support game balancing.
AI tools were used during development as a creative support tool. They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer. No AI-generated content is used directly in the final game. All assets, code, music, and narrative content were created, refined, and implemented manually. The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content. Transparency in the development process is important to me, which is why I am openly disclosing this here.
game assets, images, some editing's on backgrounds
Certain images and portions of the scripts were generated with the assistance of artificial intelligence.
Game translation made with MI!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Maru Expedition: We can fly audio | Background Music (BGM)
Sound Effects (SE) | MoldGames | 183 | Mar 18, 2026 | |
Tombs & Trials Store/marketing art | AI tools used to create game store assets. | Logan K | - | Mar 18, 2026 | |
Final Notice In-game content art | Some placeholder card art was generated using AI, and was then edited and photobashed to create new images, as are the placeholder boss portraits. | Friend | - | Mar 18, 2026 | |
旅居魔女与她的毕业课题 In-game content art | 包含由AI协助的美术素材。
素材来源:MiaoMiao Pixel,Illustrious Flanime XL - High-Quality Flat Anime | Orscat | - | Mar 18, 2026 | |
Bloodzap In-game content art | AI was used to generate some of the artwork and assets in the game. | Void65 | - | Mar 18, 2026 | |
Iron Dusk Path of Honor In-game content art | The game used AI generated photos to show the story between levels. | Studio 70 | - | Mar 18, 2026 | |
Rune Dungeon In-game content textcode | Some parts of the game's description, promotional text, in-game code snippets, and localization were created with the assistance of generative AI tools. All AI-assisted content has been reviewed and edited by the developer to ensure clarity, accuracy, and functionality. | Lucien Klein | - | Mar 18, 2026 | |
The Odyssey of Commander Cookie In-game content art | Some of the game’s 2D artwork was created by feeding my original 3D models and hand drawn sketches to a generative model. I further edited and refined the output using digital painting to match the game’s style and maintain a cohesive visual identity. | Nethro Interactive | - | Mar 18, 2026 | |
恶魔之塔 Unclear | Some non-essential materials were created with AI assistance. | qianyungame | - | Mar 18, 2026 | |
The Fisherman's Forever Faith Dev only | AI has been used to accelerate each stage of the development - and always reviewed + edited by a human. | GreenSloth | - | Mar 18, 2026 | |
Undertaker In-game content artaudio | decotrative Drawings in-games and Trailer musics are only AI generated contents | Park in sung | - | Mar 18, 2026 | |
漂游记 A Ghost Journey Store/marketing art | Contains two AI-generated background images | Kakusya | - | Mar 18, 2026 | |
PlanckMan Dev only code | Portions of the game code were developed with the help of Cursor, an AI integrated IDE. | bl3i | - | Mar 18, 2026 | |
PixelRefinery Dev only art | PixelRefinery uses AI-powered algorithms to analyze pixel art and automatically convert it into clean, fully editable vector graphics while preserving the original style, proportions, and colors. The AI operates only on user-provided images and does not generate independent or unpredictable content. All output is deterministic and based solely on the input artwork. | pacholek | - | Mar 18, 2026 | |
Square Shooter In-game content art | Some of the illustrations were generated with the assistance of Ai image tools and were then manually edited for final use. | QuickBug Studios | - | Mar 18, 2026 | |
Salvager In-game content art | As this was a project for my course, and as we are an indie developer, generative AI was used to generate some assets. | Fox and Hollow Studios | - | Mar 18, 2026 | |
東方連珠 Store/marketing codeart | ・Used for programming assistance
・Used for background images
・For use in store page graphic assets | 緑青工房 | - | Mar 18, 2026 | |
Slime Tales In-game content audio | The game’s soundtrack was created using Suno AI music generation tools, then reviewed and refined by our team. The final tracks are included directly in the game files and played during gameplay like a traditional soundtrack. | BK202 | - | Mar 18, 2026 | |
Lemonade Stand Live AI text | Assets generated with AI and Ability to communicate with a tailored AI model for questions, answers and information. | 219 Studios | - | Mar 18, 2026 | |
Pattern Survivors: Bullet Hell Dev only codeart | Human touch + AI. Artificial Intelligence (AI) was used to enhance code efficiency and optimize selected graphical elements, improving the overall performance and visual quality of the project — while preserving its handcrafted style and unique artistic identity. | Airem | - | Mar 18, 2026 | |
Still Space In-game content arttext | We've used AI to generate icons for our power-ups. The translations may also be generated by AI in some instances. | Sofa Interactive | 13 | Mar 18, 2026 | |
Flarebound In-game content art | As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos. | 42 BYTES | - | Mar 18, 2026 | |
Gyre Unclear codetext | Use of AI in coding and translations. | KwayzeeMF | - | Mar 18, 2026 | |
DECON Protocol In-game content art | Various Icons and Art. | Smash Studios | 41 | Mar 18, 2026 | |
Horde Slayer In-game content textaudio | Some of the texts and music is generated using A.I.
Everything else is handcrafted. | Teodore | - | Mar 18, 2026 | |
Wonderstries Store/marketing art | AI used to assist with creation of store page images. | Altered Pixel Games | - | Mar 18, 2026 | |
Poodle Kick In-game content art | AI was used for production tasks such as background removal on digitized sprites, interpolation frame generation, and some UI elements. Core visuals are a mix of traditional pixel art and 90s-style digitized assets. All music and sound effects are original and human-made. | One Sunny Night | - | Mar 18, 2026 | |
Stardust Escape In-game content text | I have used AI to machine translate the in-game texts to languages other than danish and english.
I would very much like your help in refining these translations, if you come across something that is really off. Thank you in advance. | Nikolaj Piet Pagh | - | Mar 18, 2026 | |
龙门Longmen Store/marketing | The in-game assets do not use AI, only the store page does. | SeeHandBlue | - | Mar 18, 2026 | |
Whispers of Kelsden Store/marketing art | Title menu and store/library page artwork excluding logo. | Sunwake Games | - | Mar 18, 2026 | |
Harvestlord Store/marketing art | Some background image may generated by artificial intelligence. | Vert Lime Atelier | - | Mar 18, 2026 | |
Magic Weapon In-game content art | The background of the game and parts of the items are generated by AI | 穷B没钱做游戏 | - | Mar 18, 2026 | |
The Legend of Sahur Live AI arttext | Artificial Intelligence is used for generation in the game itself, on its store page, and in Steam marketing and community materials. | The Legend of Sahur | - | Mar 18, 2026 | |
Flower Dungeon In-game content artaudio | Generative AI tools were used in the development of Flower Dungeon.
Tools used: NovelAI, SUNO
Scope of use: Backgrounds, enemy and hero illustrations, and background music | MOZO Games | 15 | Mar 18, 2026 | |
The King of Tower Defense Store/marketing art | AI was used to complete the missing sections of the background image for store page marketing purposes. | Daruma The Factory, Inc. | - | Mar 18, 2026 | |
Pirate Den In-game content artaudio | Some images as well as game musics have been generated by an IA | Patate Douce Studio | - | Mar 18, 2026 | |
ARROW-ButtonHeart In-game content artaudio | Use AI to create enemy character designs and music. | XPGS25 | - | Mar 18, 2026 | |
Happy Piggy 2 Store/marketing art | Artificial Intelligence was used to create the content of the game page in the store, and specifically to create images and logos of the library | Gamesforgames | 13 | Mar 18, 2026 | |
PLAYNESE: Master Japanese In-game content artaudio | Some sounds and visual assets in PLAYNESE were enhanced using generative AI tools during development and are reviewed for quality and consistency. All AI generated content is pre-rendered and static, with no live AI generation during gameplay. | Wynand Smit | 15 | Mar 18, 2026 | |
BLAME In-game content art | Some textures and 2D environmental paintings were generated using AI tools during development. These assets are limited to decorative elements only. No generative AI is used during gameplay or for game logic. All final assets were manually reviewed, edited, and integrated. | KriegorIndustry | - | Mar 18, 2026 | |
Comet Tycoon In-game content audio | A.I. was only used to produce the music | CalmFrantix | - | Mar 18, 2026 | |
Mission Rumble In-game content art | This game utilizes generative artificial intelligence to create pre-rendered visual assets such as pixel art sprites, including maps, weapons, and other environmental elements. The AI-assisted design process was employed to produce aesthetically cohesive and stylistically refined graphics that align with the game’s overall visual identity. In this context, AI serves not merely as a tool, but as a creative catalyst that enhances and expands the manual art pipeline.
AI was used solely for the generation of static content and not for real-time gameplay or dynamic in-game decision-making. This includes in-game visuals as well as promotional materials featured on the store page. | Quantix | - | Mar 18, 2026 | |
Get In Timelessness In-game content artcode | Artificial intelligence, in particular ChatGPT, was used to create visual elements based on the author's ideas, since the team does not have professional artistic skills. AI also actively helped in the programming process, greatly simplifying and speeding up development.
From the entire FANTOM INK team, thank him so much! We wish ChatGPT further development and new heights. | FANTOM INK | - | Mar 18, 2026 | |
Rogue 'n' Roll: Dice of Fate Dev only codeart | AI was used to assist with fixing code errors and to create placeholder images during development. | JokkelGames | - | Mar 18, 2026 | |
Ludus Manager In-game content art | I used AI for just basic Notification images or basic UI images. Nothing more than that. | WARSONG ENTERTAINMENT | - | Mar 18, 2026 | |
Tiny Legends In-game content arttextcode | Our game uses AI primarily to support functions that would traditionally require a larger development team. Due to our limited resources, we integrated AI tools to streamline content generation and support game balancing. | Yexdi | - | Mar 18, 2026 | |
Fragmented Soul: Blackrock In-game content artcodeaudiotext | AI tools were used during development as a creative support tool.
They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer.
No AI-generated content is used directly in the final game.
All assets, code, music, and narrative content were created, refined, and implemented manually.
The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content.
Transparency in the development process is important to me, which is why I am openly disclosing this here. | Johannes Elsasser | - | Mar 18, 2026 | |
Anunaki Clicker In-game content art | game assets, images, some editing's on backgrounds | DeveloperSansFrontieres | 15 | Mar 18, 2026 | |
RiftGuard Dev only artcode | Certain images and portions of the scripts were generated with the assistance of artificial intelligence. | Artur Rezende | 36 | Mar 18, 2026 | |
Game Dev Journey In-game content text | Game translation made with MI! | Fless Games | - | Mar 18, 2026 |