Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
- Creator
- Plain Studio
- Reviews
- -
- Added
- Sep 10, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used in the development of this game. No generative AI runs during gameplay, and the game does not connect to any external AI service.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
AI has been used to help develop the game's cover art.
All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance.
The development has made use of some generated sprites and some help in UI, next to the art bought from artists.
I am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
This game uses AI to assist in code generation
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
The Settings and Guide Texts are partially generated by generative AI.
Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven. Also used AI for localization. (Added different languages besides English)
The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service.
Graphical assets were generated suing AI
Pre-generated: Some 2D illustrations and the pre-recorded narration were produced with AI tools and reviewed by the developers before inclusion. Live-generated: An on-device language model (no internet connection) writes in-game text such as narration, dialogue, and the names and lore of items, relics and skills, and selects among game-defined options for certain run content. Damage, stats, difficulty and progression are governed by the game's own rules. Generated text is checked before it is shown, and no art or audio is generated at runtime.
AI-assisted generation of small code snippets and early visual concepts. All content has been manually reviewed and optimized. Real-time AI generation is not involved; it is entirely locally packaged and does not rely on external APIs.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music.
The store page capsule artwork was created using generative AI.
Some assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons.
Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures.
This game uses AI generated images. This game's creation was assisted by AI.
This game includes AI-assisted, human-curated and edited artwork (tile art, actor sprites, and other visual assets). All AI-generated art was reviewed, edited, and approved by the developer before being included. An LLM was used to co-author most code changes. An LLM was used to proof and ideate some of the dialog in the game. All dialog was curated and approved by a human.
As a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows.
in-game texts, news localization, promotional pictures
Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Some promotional artwork and store page text were created with the help of generative AI and edited by hand. The game itself does not use AI at runtime and does not connect to any AI service.
The store page promotional images were made with AI, a small amount of assets in game are made with AI.
Used in code development, including visual animation code, and certain text content.
Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
Generative AI was used during development to assist with the creation of some promotional and marketing materials, including the game's capsule artwork and logo. These materials were reviewed, edited, and finalized by the development team. Generative AI is not used to generate content dynamically during gameplay.
Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
Some game assets are AI-generated.
Some 2D art in Kyle Coral — including certain background/scene art and store and marketing images — is created with the help of generative AI image tools and then reviewed and edited by the developer. The game's core gameplay visuals are generated procedurally in code.
Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI. If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay.
Pre-generated AI content: Generative AI tools were used extensively during development to create and assist with artwork, game assets, music, written content, and promotional materials. AI-assisted development tools were also used. All content in the final game was reviewed and curated by the development team. The game does not generate AI content during gameplay.
Some assets, translations, artwork, and scripts were generated with AI.
Some static art used OpenAI; no runtime AI.
AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
Generative artificial intelligence was used to generate some marketing materials such as capsule art as well as some icons.
AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer. No AI-generated graphics, music, audio, or live content generation are used in the game.
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.
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 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.
AI was used during development to assist with programming, localization, and creating portions of the game's logo.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Thread the Wall Dev only | Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service. | Plain Studio | - | Sep 10, 2026 | |
Brick and Banner: College Football Dynasty In-game content arttextaudio | The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running. | Brick and Banner Sims | - | Sep 10, 2026 | |
Atom By Atom Dev only artaudiocode | Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage. | FurkanFS | - | Sep 10, 2026 | |
Gold Digging Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 10, 2026 | |
Genomino In-game content text | All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance. | Nailed Games | - | Sep 10, 2026 | |
Dyneria In-game content art | The development has made use of some generated sprites and some help in UI, next to the art bought from artists. | Spark of Chaos | - | Sep 10, 2026 | |
Hex & Tonic In-game content art | I am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you. | Lorewright Studios | - | Sep 10, 2026 | |
CYBERLIFE In-game content text | Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible. | CYBERLIFE Studios | - | Sep 10, 2026 | |
Echo Protocol Dev only code | This game uses AI to assist in code generation | Black Cat Games | - | Sep 10, 2026 | |
Solar Imperium In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Node One Digital | - | Sep 9, 2026 | |
Cyan Moon - The Simulation Program In-game content text | The Settings and Guide Texts are partially generated by generative AI. | Daishi11 | - | Sep 9, 2026 | |
Nicotine & Knives In-game content text | Used AI to over optimize the performance of the game as it is very painful to have thousands of enemies on your screen at the same time and 100 projectiles per seconds without turning your pc into an oven.
Also used AI for localization. (Added different languages besides English) | Nicotine & Knives | - | Sep 9, 2026 | |
Flag Conquest In-game content audioarttext | The soundtrack is AI generated with human modifications. Art, text, localizations, and store assets were made with AI assistance and human modifications. Nothing is generated at runtime, and the game never connects to an AI service. | Karamilabs | - | Sep 9, 2026 | |
The Kings Last Hand Unclear art | Graphical assets were generated suing AI | Skeleton Arm Studios | - | Sep 8, 2026 | |
The Return of Illunes Live AI text | Pre-generated: Some 2D illustrations and the pre-recorded narration were produced with AI tools and reviewed by the developers before inclusion.
Live-generated: An on-device language model (no internet connection) writes in-game text such as narration, dialogue, and the names and lore of items, relics and skills, and selects among game-defined options for certain run content. Damage, stats, difficulty and progression are governed by the game's own rules. Generated text is checked before it is shown, and no art or audio is generated at runtime. | 14Dimension Enterprise | - | Sep 7, 2026 | |
Master of Arms Dev only codeart | AI-assisted generation of small code snippets and early visual concepts. All content has been manually reviewed and optimized. Real-time AI generation is not involved; it is entirely locally packaged and does not rely on external APIs. | JJGAMES | - | Sep 7, 2026 | |
Morphsea: Abyssal Evolution In-game content artaudiocode | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code, art, and music. | Jungu | - | Sep 7, 2026 | |
GRAVE SLIDE Store/marketing art | The store page capsule artwork was created using generative AI. | Hokkori Games | - | Sep 7, 2026 | |
SOS :Should I Stay or Should I Hit In-game content artaudio | Some assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons. | AFTERTIME.INC | - | Sep 7, 2026 | |
Metlivi Adventure In-game content arttextaudio | Metlivi Adventure uses generative AI to create certain in-game content, including narrative text, visual elements, and, where applicable, music. AI-generated content is used to support dynamic, player-driven adventures. | Metlivi | - | Sep 7, 2026 | |
Project Seaborne Unclear | This game uses AI generated images.
This game's creation was assisted by AI. | TLP Studios | - | Sep 7, 2026 | |
Labyrinth: The Descent In-game content arttextcode | This game includes AI-assisted, human-curated and edited artwork (tile art, actor sprites, and other visual assets). All AI-generated art was reviewed, edited, and approved by the developer before being included. An LLM was used to co-author most code changes. An LLM was used to proof and ideate some of the dialog in the game. All dialog was curated and approved by a human. | David Bethancourt | - | Sep 7, 2026 | |
Bottled Fantasy In-game content text | As a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows. | MBTactIcs Lab | - | Sep 7, 2026 | |
SOMNIUS In-game content textart | in-game texts, news localization, promotional pictures | STFGames | - | Sep 7, 2026 | |
HUNTMAZE In-game content art | Generative AI was used to assist in the creation of some pre-generated visual assets, including character models, props, environmental assets, and textures. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Creative Nightmares | - | Sep 6, 2026 | |
FEEDSTOCK text | Some promotional artwork and store page text were created with the help of
generative AI and edited by hand. The game itself does not use AI at runtime
and does not connect to any AI service. | Ahaha studio | - | Sep 6, 2026 | |
Cave Diving With Friends In-game content art | The store page promotional images were made with AI, a small amount of assets in game are made with AI. | Zheind | - | Sep 6, 2026 | |
Project RedTeam: Contract Offensive Dev only textcode | Used in code development, including visual animation code, and certain text content. | HomeOfTheDev | - | Sep 6, 2026 | |
Domeni Store/marketing art | Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | Pineapple Heaven Studios | - | Sep 6, 2026 | |
Astrolander Dev only artcode | Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay. | SpaghetGames | - | Sep 6, 2026 | |
MAGNET Store/marketing art | Generative AI was used during development to assist with the creation of some promotional and marketing materials, including the game's capsule artwork and logo. These materials were reviewed, edited, and finalized by the development team. Generative AI is not used to generate content dynamically during gameplay. | Caen Studio | - | Sep 4, 2026 | |
Sushi Gacha: Auto Battler In-game content codetext | Generative AI tools were used during development to assist with portions of the game's code, written text, localization, and marketing copy. All resulting content was reviewed and edited by the developer. The game does not generate content live. | Ark | - | Sep 4, 2026 | |
VALTERION: THE LOST EARTH In-game content arttext | Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay. | NeuroCore Game Design | - | Sep 4, 2026 | |
No More Cards! In-game content | Some game assets are AI-generated. | Elder Bear | - | Sep 4, 2026 | |
Kyle Coral In-game content artcode | Some 2D art in Kyle Coral — including certain background/scene art and store and marketing images — is created with the help of generative AI image tools and then reviewed and edited by the developer. The game's core gameplay visuals are generated procedurally in code. | Clover Meadow Games | - | Sep 4, 2026 | |
Daedalia In-game content artcode | Some of the artwork was created using AI tools. The code was also reviewed with, or assisted by, AI.
If the concept finds its audience, we intend to pay an artist to produce artwork that is not AI-generated. Artists who would like to be part of the project are welcome to join us. | HYB | - | Sep 4, 2026 | |
Gray Company In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Sep 4, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
NUVRATE In-game content artaudio | Generative AI tools were used during development to assist with pre-generated visual and audio assets. Final content was reviewed and integrated under the developer’s direction. NO content is generated by AI during gameplay. | PELKOCHA | - | Sep 4, 2026 | |
Maze Quest Odyssey In-game content artaudiotext | Pre-generated AI content: Generative AI tools were used extensively during development to create and assist with artwork, game assets, music, written content, and promotional materials. AI-assisted development tools were also used. All content in the final game was reviewed and curated by the development team. The game does not generate AI content during gameplay. | Mammoth Club | - | Sep 4, 2026 | |
Boothill In-game content arttextcode | Some assets, translations, artwork, and scripts were generated with AI. | Theodore Scott Spence | - | Sep 4, 2026 | |
Noodle Go! In-game content art | Some static art used OpenAI; no runtime AI. | Mala Games | - | Sep 4, 2026 | |
ASCII Dungeon Crawl In-game content audioart | AI was used to create the full scores from chords and melody provided to create retro feel. All art and animations were drawn meticulously character by character using a personal editor I made, but I drew inspiration from generative AI to get the right feel or angles. | Andrew Bellinger | - | Sep 4, 2026 | |
Neural Defense In-game content audioarttextcode | Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release. | Synapse Game Studios | - | Sep 4, 2026 | |
Offworlders: Galactic Ventures In-game content art | Generative artificial intelligence was used to generate some marketing materials such as capsule art as well as some icons. | Snowchimp Interactive | - | Sep 4, 2026 | |
Harvest Scream In-game content text | AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer.
No AI-generated graphics, music, audio, or live content generation are used in the game. | Green Vector Games | - | 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 | |
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 | |
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 | |
Wheelie Run In-game content arttextcode | AI was used during development to assist with programming, localization, and creating portions of the game's logo. | Sender Jim's | - | Sep 3, 2026 |