The Art 2d art in the main menu was AI generated through chat gpt.
- Creator
- Sion Kruger
- Reviews
- -
- Added
- Sep 27, 2026
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The Art 2d art in the main menu was AI generated through chat gpt.
All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans.
Music was produced with generative AI tools. All artwork in story mode was licensed from an artist, and it is not known whether it was made with AI tools. The developers plan to replace it with work from real artists, after submissions are received and approved.
Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
Generative AI tools were used during development to assist with draft text, localization, concept references, and asset iteration. All final content included in the game has been reviewed and edited by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to create 2D art assets, UI elements, and icons.
We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay.
Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets.
We use AI for the marketing images on the store page.
The core gameplay mechanics, 3D models, scene designs, and overall project were developed entirely by us. Generative AI tools were utilized for editing select promotional store page visuals and as assisting coding tools during the development process.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Some visual assets and artwork included in Nimayu and its Steam store materials were created with the assistance of generative AI tools and subsequently selected, edited, and integrated during development. Nimayu does not generate AI content during gameplay.
Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists. Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time!
Some shipped artwork, visual effects, interface assets, and audio were created or modified with generative AI tools during development. All such content is pre-generated, selected and reviewed by the development team, and included as fixed game assets. The game does not generate AI content while running.
Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team.
Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay.
Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay.
Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization.
AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans. No AI-generated assets(art, audio, code) are included.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
Contains some assets created with generative AI tools.
AI-Assisted Language Translation
Game uses AI for the game localization and marketing materials
We use pre-generated AI imagery for some visual elements, like card textures, backgrounds, and store page graphics. The game does not generate any AI content in real-time. However, the doodles you see on the desk are 100% hand-drawn by the developer's child!
All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay.
Localization only.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Ia was only used for create the main menu song and the main menu cover image.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
Generated Images and 3D Models
Part of the logic code and narrative descriptions have been refined with the help of generative AI.
AI generated graphics for logo and store page banner
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
AI-generated images were used as references for only some of the art assets. The final assets were created by hand.
Video, some textures, and 3D models
Texture, Materials, sounds
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Anomalarian In-game content art | The Art 2d art in the main menu was AI generated through chat gpt. | Sion Kruger | - | Sep 27, 2026 | |
GuGuGaGa-DeskPet In-game content artaudiocode | All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed. | MageStudio | - | Sep 27, 2026 | |
MEMOLOGY: CHINESE MEMES In-game content art | Some of the images used in the game were created with generative AI tools. However, all questions, answer choices, facts, and other written content were created and edited by humans. | Piece Of Voxel | - | Sep 27, 2026 | |
Puzzle Simulator In-game content audio | Music was produced with generative AI tools. All artwork in story mode was licensed from an artist, and it is not known whether it was made with AI tools. The developers plan to replace it with work from real artists, after submissions are received and approved. | Bubble Games Co | - | Sep 27, 2026 | |
Dragonwynde In-game content artaudio | Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime. | Ikihonka Studios | - | Sep 27, 2026 | |
Play and Learn: German In-game content artaudiotext | Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay. | Recep Cinet | - | Sep 27, 2026 | |
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One Button Sports In-game content arttextcode | We use generative AI for player-facing content: in-game art (sprites, UI, backgrounds) and marketing (Steam capsules, store images). Some store-page translations may also be AI-assisted. We select, review, and place everything ourselves — nothing is generated while the game is running. Gameplay, timing, and controls are designed by us. AI coding tools are used internally only and do not create runtime game content. | Pixelated Games | - | Sep 27, 2026 | |
Limen In-game content art | AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime. | MHEIO | - | Sep 27, 2026 | |
The Mayor’s Hand In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay. | JustCodeIt | - | Sep 27, 2026 | |
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Terminal Swarm In-game content artcode | Some images were created with AI image generation: the crew portraits, loading-screen image, and the current store capsule artwork and logo (commissioned artwork will replace the capsule). The game's code was written with AI coding assistants under the developer's direction; ships, weapons and effects are drawn procedurally by that code. All in-game text is written by the developer. | Umpfelgrumpf Studio | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Dahntahn Duels Store/marketing art | Card and key art generated with AI tools to a studio style guide, then hand-composited in Photoshop; all text, UI, code and music are original or purchased assets. | Git Aht Games | - | Sep 27, 2026 | |
Quantum Go Store/marketing art | We use AI for the marketing images on the store page. | Macauley Coggins | - | Sep 27, 2026 | |
The Fallen Grid Store/marketing artcode | The core gameplay mechanics, 3D models, scene designs, and overall project were developed entirely by us. Generative AI tools were utilized for editing select promotional store page visuals and as assisting coding tools during the development process. | KPCDigital | - | Sep 27, 2026 | |
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Nimayu In-game content art | Some visual assets and artwork included in Nimayu and its Steam store materials were created with the assistance of generative AI tools and subsequently selected, edited, and integrated during development. Nimayu does not generate AI content during gameplay. | Nimayu | - | Sep 27, 2026 | |
潮汐日记 In-game content arttext | Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists.
Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time! | XIBINGOU | - | Sep 27, 2026 | |
dungeons and glory In-game content artaudio | Some shipped artwork, visual effects, interface assets, and audio were created or modified with generative AI tools during development. All such content is pre-generated, selected and reviewed by the development team, and included as fixed game assets. The game does not generate AI content while running. | Trash Panda Software | - | Sep 27, 2026 | |
Toast Cat: Scratch & Win In-game content arttext | Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team. | ToastCat Games | - | Sep 27, 2026 | |
Antillia In-game content artaudiotext | Generative AI tools assisted in producing some background artwork, music and sound effects, models, and narrative content. The developer reviewed and edited these materials before integrating them into the game. No AI content is generated during gameplay. | Alagondar | - | Sep 27, 2026 | |
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | Sep 27, 2026 | |
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 | |
Thirst or Bust In-game content artcodetext | Pre-generated generative AI was used in the development of game code, visual assets, character portraits, promotional artwork, and portions of text and localization. | XiaoFei | - | Sep 27, 2026 | |
Chrona & Sirona In-game content text | AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans.
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Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Break Of Dawn In-game content arttext | The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance. | Kalyx Games | - | Sep 27, 2026 | |
OVC Unclear | Contains some assets created with generative AI tools. | Noetherian Studios | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Increwar In-game content textart | Game uses AI for the game localization and marketing materials | SoftwareLlama | - | Sep 27, 2026 | |
ももあわせ In-game content art | We use pre-generated AI imagery for some visual elements, like card textures, backgrounds, and store page graphics. The game does not generate any AI content in real-time.
However, the doodles you see on the desk are 100% hand-drawn by the developer's child! | あさちゃん Games | - | Sep 27, 2026 | |
Ostfriesland Games In-game content audioart | All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay. | m01n studios | - | Sep 27, 2026 | |
Dread Below In-game content text | Localization only. | Run Radiant | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
Hack And Slash Fury 2: Lancelot Betrayal In-game content audioart | Ia was only used for create the main menu song and the main menu cover image. | juan_poder_azure | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
MirrorBullet Store/marketing arttext | Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services. | Ark | - | Sep 27, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
PYTHON:KINGDOM WARS Dev only codetext | Part of the logic code and narrative descriptions have been refined with the help of generative AI. | NULL. | - | Sep 26, 2026 | |
Paddock360 Store/marketing art | AI generated graphics for logo and store page banner | Lights Out Global Ventures Pvt Ltd | - | Sep 26, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 | |
Give Me Five Dev only art | AI-generated images were used as references for only some of the art assets. The final assets were created by hand. | Dystop1a | - | Sep 26, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Clinical Memory Unclear artaudio | Texture, Materials, sounds | Zazuna Team | - | Sep 26, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | 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 |