Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
- Creator
- Shade Games
- Reviews
- -
- Added
- Sep 3, 2026
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Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development
Some of the art scenes and music in this game are created using AI assistance.
The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools. Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images
Game Title itself is generated by AI and will be changed before demo release.
We used generative AI to create artwork for this store page and for promotional materials. All generated material was reviewed and adjusted by humans before use. No content is generated by AI during gameplay.
This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay.
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance. Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision. The game design, systems, world-building, and writing are entirely human-made. Automotive Empire is the product of one person's vision, built with the best tools available today.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime.
Our team uses generative AI tools For Marketing/Promotional Images and some in game assets.
Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play.
Some visual assets were created with the assistance of generative AI and were reviewed and edited by the developer.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
AI tools were used to assist with development of this game."
This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay.
Some artwork in this game, including background images, was made with the help of generative AI tools.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
All code, game design, maps, and audio behavior were created using AI. AI tools were also used for in-game character 3D models (subsequently hand-optimized and rigged), main menu background videos, store trailer cinematic shots, and store artwork (logo and capsule backgrounds). All content is based on the game's own original characters.
Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay.
Game store title image was created using AI
Generative AI was used only to assist with drafting and translating written text for the Steam store page. No in-game artwork, audio, gameplay assets, or runtime content is generated by AI.
Steam Store page logo and cover art made with ai tools
Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay.
Generative AI was used in the creation of the background images and certain sound elements of this game.
Some 2D artwork was created with the assistance of AI image-generation tools (the mascot character portrait, generated with Recraft and then hand-edited; it appears in-game and in store artwork). All gameplay, code, design, text and audio are made by hand. The game does not use live/runtime AI generation.
Some of the 2D artwork used for this game's branding and store page - including the app icon and the key art - was created with the help of generative AI image tools, then cropped, edited and finalized by hand. No AI-generated content is produced while you play: all gameplay, 3D models, animation and audio come from licensed or hand-authored assets.
Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services.
During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay.
Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime.
Some UI icons were generated using AI.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
AI tools were used for the sound effects used in the game.
Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine.
AI voice generation software was used to synthesize specific voice lines for characters within the game.
English — artwork (yes, pre-generated): Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped. English — writing (human, not AI narrative): All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated. English — audio / runtime (so reviewers do not assume the rest): Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime.
During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services.
Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D pixel-art assets and promotional imagery. All AI-assisted content was reviewed and selected before being included in the game.
Some images and audio assets are AI‑generated.
Game Store Images and some Cake images too
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release. This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
AI was used to assist in coding, as this is my first multiplayer game.
AI tools were used internally to assist with text translation. No AI-generated assets are included.
AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay. I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools.
Some 2D art assets in this game, such as menu backgrounds, UI icons and character illustrations, were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by our team before being included in the game. No content is generated by AI while the game is running. Game code, design and text were created by humans.
Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand. The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting. No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind.
Some pre-rendered store and marketing artwork uses generative AI assistance. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
Blood Vaults was independently developed by Cryptwake Studios with limited assistance from generative AI tools. These tools were used as part of the development workflow to assist with select visual assets, content, and development materials. The game’s design, systems, mechanics, direction, and implementation are developer-created. Any AI-assisted content appearing in the final game is reviewed, modified where appropriate, and integrated by the developer.
AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
幻世英雄传说 In-game content artaudio | Some of the art scenes and music in this game are created using AI assistance. | 唐汉昌荣工作室 | - | Sep 3, 2026 | |
Europae Invicta: Pike and Shot In-game content textart | The text used in the game and on the Steam store page has currently been translated primarily with the assistance of AI tools.
Most of the graphical assets used in the game are based on real photographs or renders of 3D objects. However, AI-generated imagery was used in cases where no suitable real-world source material was available, or where the available material was insufficient to complete or supplement the required assets. | Puntigames | - | Sep 3, 2026 | |
Croissant Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images | C51 Games | - | Sep 3, 2026 | |
Take That Shot Dev only text | Game Title itself is generated by AI and will be changed before demo release. | Triarch Interactive | - | Sep 3, 2026 | |
Midnight Toybox Store/marketing art | We used generative AI to create artwork for this store page and for promotional
materials. All generated material was reviewed and adjusted
by humans before use. No content is generated by AI during gameplay. | Rabidbit | - | Sep 3, 2026 | |
Archechord In-game content artaudiocode | This game was developed by a single developer. Generative AI was used in the creation of character animation, UI icons, music, and sound effects, and for coding assistance during development. The story, writing, character design direction, and all creative decisions were made entirely by the developer. No content is generated by AI during gameplay. | ArcheprismStudio | - | Sep 3, 2026 | |
Automotive Empire In-game content artaudiocode | Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today. | ANMGP Studio | - | Sep 3, 2026 | |
LUCK IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 3, 2026 | |
Century of Conquest In-game content artaudiotext | Some of this game's assets were created with the assistance of generative AI tools and were then reviewed, edited, and integrated by the developer. This includes: base meshes of some 3D character models, some 2D artwork such as card illustrations and icons, voice lines and sound effects created with AI voice/audio generation, and parts of the localized text. All such content was pre-generated during development — the game does not generate any content with AI at runtime. | Jiye Mingniao Games | - | Sep 3, 2026 | |
Chibi Legends: Mini Mayhem In-game content art | Our team uses generative AI tools For Marketing/Promotional Images and some in game assets. | Could Care Less | - | Sep 3, 2026 | |
Solitaire: Kingdom in Chains In-game content artaudiocode | Generative AI tools were used during development to create and refine visual artwork and music, and to assist with programming. All final content was directed, selected, edited and integrated by the developer. AI is not used at runtime and the game does not generate new content while you play. | Big Bro Studios | - | Sep 3, 2026 | |
Research Journey In-game content art | Some visual assets were created with the assistance of generative AI and were reviewed and edited by the developer. | Xiaolou Game | - | Sep 3, 2026 | |
INKBORN In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Sep 3, 2026 | |
Sumi Archery Unclear | AI tools were used to assist with development of this game." | Mangal09 | - | Sep 3, 2026 | |
Basement10 In-game content artaudiotext | This game uses content created with the assistance of generative AI tools. 2D image assets (including the game logo and in-game textures), 3D models, and some sound effects and music were generated with AI and then reviewed, edited, and integrated by the developer. Localization into supported languages was also produced with AI assistance. All game design, narrative, and text content were written by the developer. No content is generated in real time during gameplay. | Solo Developing | - | Sep 3, 2026 | |
Sekigahara 1600 In-game content art | Some artwork in this game, including background images, was made with the help of generative AI tools. | ShunGumma | - | Sep 3, 2026 | |
PERIHELIA In-game content audio | The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement. | Miroslav Hrnčíř | - | Sep 3, 2026 | |
ToyStorm In-game content artcodetext | All code, game design, maps, and audio behavior were created using AI. AI tools were also used for in-game character 3D models (subsequently hand-optimized and rigged), main menu background videos, store trailer cinematic shots, and store artwork (logo and capsule backgrounds). All content is based on the game's own original characters. | AZ Studio | - | Sep 3, 2026 | |
Wish Impossible In-game content art | Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay. | EDEL Studio | - | Sep 3, 2026 | |
Patient Paralysis Store/marketing art | Game store title image was created using AI | Casual King | - | Sep 3, 2026 | |
Seed the Planet Store/marketing text | Generative AI was used only to assist with drafting and translating written text for the Steam store page. No in-game artwork, audio, gameplay assets, or runtime content is generated by AI. | Sandborn Digital | - | Sep 3, 2026 | |
Super Clown Spookyland Store/marketing art | Steam Store page logo and cover art made with ai tools | Valkeala Software | - | Sep 3, 2026 | |
Ravens of War In-game content art | Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay. | Ángel Jiménez | - | Sep 3, 2026 | |
Auto Squad RPG In-game content artaudio | Generative AI was used in the creation of the background images and certain sound elements of this game. | Sena Interactive | - | Sep 3, 2026 | |
Garito In-game content art | Some 2D artwork was created with the assistance of AI image-generation tools (the mascot character portrait, generated with Recraft and then hand-edited; it appears in-game and in store artwork). All gameplay, code, design, text and audio are made by hand. The game does not use live/runtime AI generation. | Railoop | - | Sep 3, 2026 | |
Saddlebow In-game content art | Some of the 2D artwork used for this game's branding and store page - including the app icon and the key art - was created with the help of generative AI image tools, then cropped, edited and finalized by hand. No AI-generated content is produced while you play: all gameplay, 3D models, animation and audio come from licensed or hand-authored assets. | SweetPulse Games | - | Sep 3, 2026 | |
Tracked In-game content artaudio | Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services. | Paper Node Games | - | Sep 3, 2026 | |
ONE STEP WAR In-game content artaudiotext | During the development of this game, generative AI was used to assist with the creation of some art assets, sound effects, music, text translations, and development reference materials. All AI-assisted generated content was manually reviewed, edited, integrated, and approved before being included in the game. No content is generated in real time based on player input during gameplay. | 林栖者游戏 | - | Sep 3, 2026 | |
Guildfire In-game content arttextaudio | Guildfire uses pre-generated AI-assisted content in parts of its visual art, localization, sound effects, and soundtrack. AI-generated material is manually selected, edited, and integrated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services at runtime. | Carlos Zúñiga | - | Sep 3, 2026 | |
Little Cat Goes Fishing In-game content art | Some UI icons were generated using AI. | FrankLy | - | Sep 3, 2026 | |
Bloody Fighters In-game content art | All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images. | Last Exit Diner | - | Sep 3, 2026 | |
Uga Buga! In-game content audio | AI tools were used for the sound effects used in the game. | Artaryn Studios | - | Sep 3, 2026 | |
4:12 AM Live AI artaudio | Some background art, still images, videos, and music were created with the assistance of generative AI tools; every asset was reviewed and curated by the developer. During gameplay, callers' dialogue is performed by an AI language model running entirely on the player's PC — fully offline, with no external AI service. The AI performs characters only within hand-written script boundaries, all story outcomes are decided by deterministic game logic, and generated text is filtered before display. Voice input is transcribed locally and never leaves your machine. | findrr_base | - | Sep 3, 2026 | |
Cycle 8: The Laundromat Anomaly In-game content audio | AI voice generation software was used to synthesize specific voice lines for characters within the game. | Null State Games | - | Sep 3, 2026 | |
Do Not Merge In-game content art | English — artwork (yes, pre-generated):
Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped.
English — writing (human, not AI narrative):
All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated.
English — audio / runtime (so reviewers do not assume the rest):
Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime. | MaruMiru | - | Sep 3, 2026 | |
A Bad Dream: Trypophobia In-game content artcode | During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services. | Big Mount Interactive | - | Sep 3, 2026 | |
Hopperstride In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some pre-generated 2D pixel-art assets and promotional imagery. All AI-assisted content was reviewed and selected before being included in the game. | Bendikt | - | Sep 3, 2026 | |
HauntedHouseNO14 audio | Some images and audio assets are AI‑generated. | YouYi Studio | - | Sep 3, 2026 | |
The Raver Store/marketing art | Game Store Images and some Cake images too | DiscoCarGames | - | Sep 3, 2026 | |
SpaceBuddies In-game content artaudio | SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play. | The Weekend Company | - | Sep 3, 2026 | |
Don't Forget the Train Dev only code | AI was used to assist in coding, as this is my first multiplayer game. | Glitch Omen | - | Sep 3, 2026 | |
かなり里予王求 Re: Return of KUSOGAKI In-game content text | AI tools were used internally to assist with text translation.
No AI-generated assets are included. | Serenity Seeker | - | Sep 3, 2026 | |
Fortress Breaker In-game content artaudio | AI was used during development, particularly to assist in creating and refining some artwork and audio assets. All content was reviewed, selected, improved upon, and integrated manually. This game does not generate AI content during gameplay.
I'm not a good artist or audio producer but using current tools lets me deliver what I think is a fun game that I wouldn't be able to deliver at anywhere near the same quality without them. Fortress Breaker is still very much a one person project, just one with great tools. | 256pub | - | Sep 3, 2026 | |
Cozy Fishing Life art | Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans. | TINYCELL | - | Sep 3, 2026 | |
Tumble: A Cozy Dice Roguelite In-game content artaudiotext | Tumble's visual art (character and charm illustrations, backdrops, item sprites, and store capsule art) was generated with Google's Gemini image models and then selected, cropped, retouched, colour-matched and in many cases regenerated by hand against a fixed reference style until it fit the game. Music and sound effects were generated with Suno under a commercial licence, then cut, mixed and placed by hand.
The game's design, rules, balance, and code are not generated content. Every mechanic, number and line of player-facing text was written, tested and revised by the developer, including through automated balance simulation and four rounds of human playtesting.
No content is generated live during play. Nothing in Tumble is produced at runtime by an AI model; the game runs entirely offline with no model calls of any kind. | Colin Bish | - | Sep 3, 2026 | |
Catadel: Slot Defense Store/marketing art | Some pre-rendered store and marketing artwork uses generative AI assistance. The game does not use live-generated AI during gameplay. | DRAGONSTEP STUDIO | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
Blood Vaults In-game content art | Blood Vaults was independently developed by Cryptwake Studios with limited assistance from generative AI tools. These tools were used as part of the development workflow to assist with select visual assets, content, and development materials. The game’s design, systems, mechanics, direction, and implementation are developer-created. Any AI-assisted content appearing in the final game is reviewed, modified where appropriate, and integrated by the developer. | Cryptwake Studios | - | Sep 3, 2026 | |
Slap Leather In-game content textcode | AI tools were used during development to assist with writing the game's code and text content (including UI text, English/Korean localization, and store page text). All AI-assisted content was created under direct developer supervision and reviewed by the developer. No content is generated by AI at runtime. | Fried Shoe | - | Sep 3, 2026 |