Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
- Creator
- Alan OSullivan
- Reviews
- -
- Added
- May 23, 2026
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Primary audio soundtrack developed with Suno. Some effects using elevenlabs.
Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion (DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen) running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI services are used during gameplay. All AI-generated content was produced offline during development.
As part of the development process generative AI is used to assist designing art assets, sound effects and music.
AI was used to assist with coding.
The description of this game was formatted by the help of AI.
Used only to create narrative images.
The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music.
Results Screen image is AI generated
I was working on this game for more than 2 years without ai. I started to use ai 1-2 months ago for: Due to a lack of capital for professional sounds i bought sound packages and for some few sounds i used AI software. Depending on the game's success, I will invest in replacing sounds and self-created elements with professional assistance. AI was used mainly for bug fixing in the code and for translating the game text into different languages.
Store page splash art is using a temporary generative AI placeholder.
AI assist us with idea generation for artwork + assets used in some artwork. We use AI code completion to help us with development of the game.
This game uses generative AI tools for the creation of some non-gameplay content, including portions of promotional artwork, visual concepts, and certain localized translations. All gameplay systems, programming, game design, balancing, and the final integration of assets are created and curated by the developer. AI-generated content is reviewed, edited, and refined before being used in the game or store materials.
AI is used solely to create materials for marketing purposes.
AI used for generating descriptions of game
This project is being developed by a small two-person team. The use of AI tools in this project is strictly limited to the following assets: - flag textures - selected marketing assets and voice lines We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows. All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality.
AI code assistants were used in incremental development of the game code. No AI art or image assets have been utilized.
Localization for languages other than English and Estonian has been generated with help of AI.
This game includes some content created or assisted by generative AI tools. All such content is reviewed and curated by the developer before release.
AI was used for the localization of in-game text and the store page, and it may be improved later.
AI was used to help with localizing texts and voice lines.
Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there.
Generative AI tools are used as part of our development workflow to support concept exploration, character design, visual development, marketing media, video production, 3D modeling workflows, and code assistance. All AI-assisted content is reviewed, edited, and integrated by our development team before being included in the game or store materials. The game does not generate AI content live during gameplay.
Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use. The main visual content of the game uses licensed or manually prepared assets.
Music in this game is generated using artificial intelligence tools. All AI-generated content is reviewed, selected, and integrated by the developer to ensure it fits the game’s tone and quality.
The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI. -Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality. -Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC) -Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for. -No decisions are taken by AI -No lore/story elements are written or decided by AI -No 3D models have been made using AI Last updated: March 22 2026 (5th game anniversary) Possible changes in the future: -Realtime AI NPC actions -AI-driven text-to-speech for NPCs -Player mimics (takes in player voices and movements to create player "doppelgangers")
Includes AI-generated sound assets and localized text.
The logo was created using AI
Use of Generative AI This game makes selective use of generative AI tools as part of its development pipeline. Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow. The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools. Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control.
I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me.
Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay.
Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer. Store page capsule images and promotional art created with AI assistance
Used ai to improve graphics in store and in the game.
The images were generated using artificial intelligence.
Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality.
Some artworks and voiceovers were created with AI assistance and enchanced per me. As a solo developer, this helps me save time so I can focus more on fun gameplay quality, balance, and polishing.
Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego. La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real.
To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process: - Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually. - Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience. - Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability. All AI-assisted content in this game is pre-rendered and has been reviewed by the developer.
Game logo and menu and options logos made with ai tools
AI was used to create some icons, sounds, and music.
Generative AI tools were used to assist in the creation of certain visual and audio assets (such as background artwork and music), which were subsequently edited and finalized manually before being included in the game and store materials.
Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies.
AI used for music improvement.
The game uses some AI-generated images.
The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing.
The game to contain art assets generated by artificial intelligence
AI was used to assist with localization for languages other than English and Polish.
AI was used to generate some assets, code and music
Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game.
Some visual artwork and promotional assets were generated using AI tools. All AI-generated content was reviewed, curated, and integrated into the game by the developer.
Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag). Portions of the store page text and the game’s music were created with the assistance of generative AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Super Station Swarm In-game content audio | Primary audio soundtrack developed with Suno. Some effects using elevenlabs. | Alan OSullivan | - | May 23, 2026 | |
Backpack Roguelike In-game content artaudiotext | Game artwork (sprites for items, enemies, characters, and UI elements) was generated using Stable Diffusion
(DreamShaper model) running locally. Sound effects and music were generated using Meta AudioCraft (AudioGen/MusicGen)
running locally. Non-English translations were generated using local LLMs (Ollama) and manually reviewed. No external AI
services are used during gameplay. All AI-generated content was produced offline during development. | DerGronert | - | May 23, 2026 | |
Bug Drop In-game content artaudio | As part of the development process generative AI is used to assist designing art assets, sound effects and music. | These Are Serious Games | - | May 23, 2026 | |
SAM Arena Dev only code | AI was used to assist with coding. | CodingBigTime | - | May 23, 2026 | |
Rapid Escalation Store/marketing text | The description of this game was formatted by the help of AI. | bruynhuisgames | - | May 23, 2026 | |
MEGAPAIN In-game content art | Used only to create narrative images. | BARS interactive | - | May 23, 2026 | |
Killware: Under Review In-game content artaudio | The game uses generative AI for a fraction of the content, including gore 3d models, sounds (they are really good), and music. | Game Kiosk Digital | - | May 23, 2026 | |
Let it ride! Store/marketing art | Results Screen image is AI generated | Retro Decadance | - | May 23, 2026 | |
KGT: Kevin Got Teleported In-game content audiotext | I was working on this game for more than 2 years without ai.
I started to use ai 1-2 months ago for:
Due to a lack of capital for professional sounds i bought sound packages and for
some few sounds i used AI software. Depending on the game's success, I will invest in replacing sounds and self-created elements with professional assistance.
AI was used mainly for bug fixing in the code and for translating the game text into different languages. | Marcel Klee | - | May 23, 2026 | |
LADR Store/marketing art | Store page splash art is using a temporary generative AI placeholder. | Nymora Studio | - | May 23, 2026 | |
VR AIM In-game content artcode | AI assist us with idea generation for artwork + assets used in some artwork.
We use AI code completion to help us with development of the game. | VR AIM ApS | - | May 23, 2026 | |
Lost Galaxy: Survivors In-game content arttext | This game uses generative AI tools for the creation of some non-gameplay content, including portions of promotional artwork, visual concepts, and certain localized translations.
All gameplay systems, programming, game design, balancing, and the final integration of assets are created and curated by the developer. AI-generated content is reviewed, edited, and refined before being used in the game or store materials. | Jorge Osbaldo Rodriguez | - | May 23, 2026 | |
CyberZ Store/marketing arttext | AI is used solely to create materials for marketing purposes. | Funexagon | - | May 23, 2026 | |
Bloody detective`s last case Store/marketing text | AI used for generating descriptions of game | Frozen Castle | - | May 23, 2026 | |
Tank Havoc In-game content artaudio | This project is being developed by a small two-person team.
The use of AI tools in this project is strictly limited to the following assets:
- flag textures
- selected marketing assets and voice lines
We plan to replace these elements with fully original, custom-created assets and professionally recorded voice acting as soon as funding allows.
All AI-assisted content is reviewed, edited, and integrated by the development team to ensure consistency and quality. | Mad Missile | - | May 23, 2026 | |
ROOTKIT://死 (ROOTKIT PROTOCOL DEATH) Dev only code | AI code assistants were used in incremental development of the game code. No AI art or image assets have been utilized. | Phiality | - | May 23, 2026 | |
Black Powder Magic In-game content text | Localization for languages other than English and Estonian has been generated with help of AI. | Teekond | - | May 23, 2026 | |
Ace Squared Unclear | This game includes some content created or assisted by generative AI tools. All such content is reviewed and curated by the developer before release. | Oldground Software Oy | 246 | May 23, 2026 | |
Guardians Of Restoration In-game content text | AI was used for the localization of in-game text and the store page, and it may be improved later. | Creative Gorae | 14 | May 23, 2026 | |
Euro3v3 In-game content textaudio | AI was used to help with localizing texts and voice lines. | Epoch Games Palma | 286 | May 23, 2026 | |
Downsizing In-game content art | Some small visuals were made using AI completely trained on my own art, since I am a solo developer, it tremendously helped the tedious tasks of icon generation and few other visuals here and there. | Severian | - | May 23, 2026 | |
Trivals In-game content artcode | Generative AI tools are used as part of our development workflow to support concept exploration, character design, visual development, marketing media, video production, 3D modeling workflows, and code assistance. All AI-assisted content is reviewed, edited, and integrated by our development team before being included in the game or store materials. The game does not generate AI content live during gameplay. | Living on Ro Entertainment | - | May 23, 2026 | |
Sicham Universe : Let's Sicham Today! In-game content artcodetext | Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use.
The main visual content of the game uses licensed or manually prepared assets. | Array's Devbook | - | May 23, 2026 | |
Dodge-imals In-game content audio | Music in this game is generated using artificial intelligence tools. All AI-generated content is reviewed, selected, and integrated by the developer to ensure it fits the game’s tone and quality. | Luke Matheson | 13 | May 23, 2026 | |
WAR LAB In-game content artaudiocode | The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI.
-Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality.
-Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC)
-Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for.
-No decisions are taken by AI
-No lore/story elements are written or decided by AI
-No 3D models have been made using AI
Last updated: March 22 2026 (5th game anniversary)
Possible changes in the future:
-Realtime AI NPC actions
-AI-driven text-to-speech for NPCs
-Player mimics (takes in player voices and movements to create player "doppelgangers") | NestorVG | - | May 23, 2026 | |
Pulslink In-game content audiotext | Includes AI-generated sound assets and localized text. | FatCoke | - | Mar 18, 2026 | |
OVERDEAD Store/marketing art | The logo was created using AI | rushandev1 | - | Mar 18, 2026 | |
QDFracture In-game content art | Use of Generative AI
This game makes selective use of generative AI tools as part of its development pipeline.
Generative AI has been used to assist in the creation of certain visual elements, including concept art, some 3D environment assets, NPC prototyping, and promotional/store imagery. These tools are integrated as part of a broader creative workflow.
The core design, gameplay systems, level design, programming, balancing, and a significant portion of the art and world-building have been handcrafted and developed directly by the creator using industry-standard tools.
Generative AI is used as a complementary tool to enhance productivity and support creative iteration, while maintaining full creative direction and artistic control. | Mariano Miguel Lanzi | - | Mar 18, 2026 | |
Dusk Runners In-game content art | I need artwork for my first game so that's generated as a place holder for a human artist in the future. Just the artwork is generated, the game is made by me. | MoSifff's Games | - | Mar 18, 2026 | |
Overclocked Arena: Instability Protocol In-game content art | Some visual assets were created with the assistance of generative AI tools and further refined and curated by the developer. No live AI generation occurs during gameplay. | Terminal State Games | - | Mar 18, 2026 | |
Doom of the Undying Store/marketing textart | Generative AI was used during development for early ideation (e.g., concept exploration and/or placeholder text). Any content shipped in the game is reviewed, curated, and edited by the developer.
Store page capsule images and promotional art created with AI assistance | ClawSea | - | Mar 18, 2026 | |
BeastBreak: Monster Horde Shooter In-game content art | Used ai to improve graphics in store and in the game. | PHTCompany | 16 | Mar 18, 2026 | |
Femboy Survivor Store/marketing art | The images were generated using artificial intelligence. | Hellim Studios | - | Mar 18, 2026 | |
Protocol:Chrono In-game content artcode | Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality. | SilverMoon Labs | - | Mar 18, 2026 | |
Ashes of the Belt In-game content artaudio | Some artworks and voiceovers were created with AI assistance and enchanced per me. As a solo developer, this helps me save time so I can focus more on fun gameplay quality, balance, and polishing. | Xell | - | Mar 18, 2026 | |
J. El Tanquista In-game content art | Este juego incluye un número reducido de imágenes generadas mediante inteligencia artificial, utilizadas exclusivamente como recursos visuales estáticos. Estas imágenes han sido integradas y adaptadas dentro del estilo artístico general del juego.
La inteligencia artificial no interviene en la jugabilidad, la lógica del juego ni en sistemas en tiempo real. | Jorge Damian Rodriguez | - | Mar 18, 2026 | |
Velocide Overdrive In-game content artaudiocode | To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process:
- Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually.
- Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience.
- Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability.
All AI-assisted content in this game is pre-rendered and has been reviewed by the developer. | NoxRift Games | - | Mar 18, 2026 | |
Lawnmower Game Battle 2: Reload Store/marketing art | Game logo and menu and options logos made with ai tools | Tero Lunkka | 10 | Mar 18, 2026 | |
Battle Magi In-game content artaudio | AI was used to create some icons, sounds, and music. | MalecTeam | 19 | Mar 18, 2026 | |
Sub Rosa Tournament In-game content artaudio | Generative AI tools were used to assist in the creation of certain visual and audio assets (such as background artwork and music), which were subsequently edited and finalized manually before being included in the game and store materials. | Niv Kor | - | Mar 18, 2026 | |
Tacticell Arena In-game content audioart | Generative AI was used to create the promotional artwork (capsules and banners) for the store page. In-game, the soldiers' voices were generated using AI text-to-speech technologies. | Antheed | - | Mar 18, 2026 | |
Robo In-game content audio | AI used for music improvement. | Anton Vatchenko | - | Mar 18, 2026 | |
Bullet Head In-game content art | The game uses some AI-generated images. | Warkuda | 10 | Mar 18, 2026 | |
Donut Die In-game content art | The majority of the visuals derive from one of our earlier products; to improve the experience, we remade them via AI image generation and followed up with extensive post-processing. | Five Rooms | - | Mar 18, 2026 | |
VILOVEJETS In-game content art | The game to contain art assets generated by artificial intelligence | Polka Studio | 11 | Mar 18, 2026 | |
Blast Beam Bang In-game content text | AI was used to assist with localization for languages other than English and Polish. | SWAGamesDev | - | Mar 18, 2026 | |
Sushi Sewers In-game content artcodeaudio | AI was used to generate some assets, code and music | Tom | - | Mar 18, 2026 | |
SpinObi : Just One More Wave In-game content artcode | Some in-game visual assets and code snippets were developed with the assistance of generative AI tools. These pre-generated elements were used to enhance the visual quality and technical foundation of the game. | Aosis Gaming | - | Mar 18, 2026 | |
Beanos In-game content art | Some visual artwork and promotional assets were generated using AI tools. All AI-generated content was reviewed, curated, and integrated into the game by the developer. | Sinister Bread | - | Mar 18, 2026 | |
Princess Khalifa: Legacy of Wrath In-game content arttextaudio | Some visual assets on the store page and parts of the in-game art were created with the assistance of generative AI tools and then curated, edited, and integrated by the developer (Cag).
Portions of the store page text and the game’s music were created with the assistance of generative AI tools. | Cag | - | Mar 18, 2026 |