Generative AI was used to create some of the game’s assets.
- Creator
- Elvlin Gaming
- Reviews
- -
- Added
- Aug 29, 2026
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Generative AI was used to create some of the game’s assets.
Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated.
Generative AI tools were used during development to create some background music (BGM), images, and icons.
All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans.
Some background assets and sound effects in this game were created using generative AI.
Rippusion is a music generation tool: every track it produces is created by a generative AI model. The app bundles the Stable Audio 3 Small (Music) model from Stability AI, used under the Stability AI Community License, and runs it entirely on your own device. Generation happens offline on your GPU or CPU - no cloud service is involved, no account is required, and no data is sent anywhere. Music featured in our trailer was generated using Rippusion itself.
Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay.
Generative AI was used to assist in creating pre-generated visual assets for the game and its promotional materials, including character artwork and event illustrations. It was also used to assist with portions of the game's text and localization. All included content was reviewed and curated by the developer. No content is generated by AI during gameplay.
Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes. These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game. AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay.
AI tools were used as an aid in the English localization of this title. All original narrative content, artwork, music, and game systems were created by human authors.
Despite game is simulating the AI, all conversations are hard coded and written by person. AI was used to generate the names and descriptions for some items, but it was manually reviewed by developer.
Some graphics and artwork have been made using Ai
Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
AI was used solely for game localization—translating both written and spoken text—to reach a wider audience of players.
This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay.
Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs.
Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service. What that covers: - Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote. - The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer. - Sound effects were generated from written prompts, or synthesised procedurally in code. All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art. The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio.
Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects. All generated assets were reviewed and edited by the development team.
AI was used to write the code for the game, and for the sounds effect. Music and art was all done by a lovely, living human.
Some icons and images were generated using AI and then manually edited.
所有图片均由AI生成
The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness.
AI has been used to generate artwork for this game.
This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay.
Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam. AI tools were also used for programming and development. There is no AI used in the gameplay - no content is dynamically generated.
Generative AI tools were used for localization, marketing images, intro video, and some graphical assets.
Generative AI has been used to support the development of art direction and music style for this game.
Pre-rendered Content: Generative AI tools and agentic AI development workflows were utilized during the creation of this game to assist in: - Code & Systems: Writing and optimizing core gameplay logic, typescript structures, and simulation algorithms. - Visual Assets: Creating and pre-rendering all visual assets used in-game, including boot screen artworks, drive interfaces, and graphical components. - Localization: Translating and reviewing in-game text and UI labels. Please note that all AI-assisted assets and code were pre-rendered and compiled during the development phase. The game runs entirely locally and does not perform any real-time (live) AI generation, nor does it connect to any external AI APIs or services during gameplay.
In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human.
Generative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the game’s background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services.
Text Localization: Translated using AI
Generative AI tools were used during development to assist in creating some of the game's visual art assets, primarily including certain card illustrations and related image assets. AI-generated content is used only during the development process and is not generated live while the game is running. All AI-assisted assets included in the final game are manually reviewed, selected, adjusted, and approved by the developer before being added to the game.
AI used to generate code, including code to procedurally generate graphics/sound. Artists using Suno marked "(Suno)" after artist name. AI used for localization.
AI was used to generate some texts and to translate to other languages.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
Translations, SFXs and some cutscenes are made with the help of AI
Some images and promotional videos were generated using AI.
Generative AI tools were used to assist with some graphics and audio content.
Some graphic asset is generated by AI
UI Art Assets uses generative artificial intelligence.
We used AI to create initial translations, which were then reviewed and refined by a human editor.
Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
The music in this game was created using generative AI Some of the text on this store page was written with AI assistance. Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Beast Survivor In-game content art | Generative AI was used to create some of the game’s assets. | Elvlin Gaming | - | Aug 29, 2026 | |
洪荒修仙界 In-game content arttextcode | Part of the program code, art materials, and text content in this work were created using generative artificial intelligence and have been manually reviewed and adjusted to ensure a seamless gaming experience. During gameplay, AI does not generate content in real-time, all content is pre generated. | Janyouth | - | Aug 29, 2026 | |
Arvel In-game content audioart | Generative AI tools were used during development to create some background music (BGM), images, and icons. | CRANOVA | - | Aug 29, 2026 | |
The Can Stacking Simulator In-game content audioart | All 3D models and textures were created by humans. Some sound assets and UI graphics were created using generative AI and edited and supervised by humans. | SECOND DOOR | - | Aug 29, 2026 | |
DEAD RECALL In-game content artaudio | Some background assets and sound effects in this game were created using generative AI. | MALCREATURES STUDIO | - | Aug 29, 2026 | |
Rippusion In-game content audio | Rippusion is a music generation tool: every track it produces is created by a generative AI model. The app bundles the Stable Audio 3 Small (Music) model from Stability AI, used under the Stability AI Community License, and runs it entirely on your own device. Generation happens offline on your GPU or CPU - no cloud service is involved, no account is required, and no data is sent anywhere. Music featured in our trailer was generated using Rippusion itself. | JSM Digital Engineering | - | Aug 29, 2026 | |
Cards Everywhere! In-game content art | Generative AI tools were used during development to support creation of the artwork featured on some of the collectible cards and UI. All AI-generated content was created before release, curated and integrated into the game by the developer. No content is generated by AI during gameplay. | Armed Chicken | - | Aug 29, 2026 | |
Roll Value In-game content arttext | Generative AI was used to assist in creating pre-generated visual assets for the game and its promotional materials, including character artwork and event illustrations. It was also used to assist with portions of the game's text and localization. All included content was reviewed and curated by the developer. No content is generated by AI during gameplay. | = tale(JK, 3) | - | Aug 29, 2026 | |
Nine Below In-game content art | Generative AI tools were used during development as part of the early creative and production process, including generating mood boards, visual references, and some base meshes.
These materials were used as starting points rather than finished game content. Any AI-assisted assets included in Nine Below were substantially reworked, modified, refined, and polished by hand before being included in the final game.
AI was used to support iteration and production, while the final game was designed, built, and finished by the developer. No AI-generated content is created during gameplay. | Griffe Studio | - | Aug 29, 2026 | |
La mansión de Campanillas In-game content text | AI tools were used as an aid in the English localization of this title. All
original narrative content, artwork, music, and game systems were created by
human authors. | Lacinia Estudio | - | Aug 29, 2026 | |
Vibe Coder Inc. In-game content text | Despite game is simulating the AI, all conversations are hard coded and written by person.
AI was used to generate the names and descriptions for some items, but it was manually reviewed by developer. | Brisk Sloths | - | Aug 29, 2026 | |
Endless Bonds In-game content art | Some graphics and artwork have been made using Ai | Brian710 | - | Aug 29, 2026 | |
Seed Money In-game content artaudiocode | Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team. | Studio Oriens | - | Aug 29, 2026 | |
Rabbit Sinner the revelation In-game content text | AI was used solely for game localization—translating both written and spoken text—to reach a wider audience of players. | Andres Balasso | - | Aug 29, 2026 | |
Managing Up In-game content arttextcode | This game uses generative AI tools. Some art assets, texts and portions of the game's code were created with the assistance of generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the developer before release. The game does not use generative AI in real time during gameplay. | Slacking Logic | - | Aug 29, 2026 | |
Farmer's Kitchen In-game content art | Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art. | Cogitans Games | - | Aug 29, 2026 | |
Tile Crawl In-game content artaudio | We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs. | UNSUNG | - | Aug 29, 2026 | |
Dawnheart Keepers In-game content artaudiotext | Some of the content in Dawnheart Keepers was created with the help of generative AI tools during development. All of it was made before release: the game does not generate anything with AI while you play, and it never connects to an AI service.
What that covers:
- Illustrated art - menu and story backgrounds, story scenes, the world map, character and tower portraits, and the upgrade-card plates - was made with image-generation models run locally on the developer's own machine, from prompts the developer wrote.
- The English and Hebrew voice-over was generated with ElevenLabs from scripts written by the developer.
- Sound effects were generated from written prompts, or synthesised procedurally in code.
All of it was reviewed, edited, curated and tested by the developer before it shipped, and the same applies to the trailer and store art.
The music is not AI-generated. It is written as code and synthesised by the game itself while you play, the way game soundtracks were built before recorded audio. | ssj2rich | - | Aug 29, 2026 | |
KleptoMagia In-game content artaudio | Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects.
All generated assets were reviewed and edited by the development team. | Casual Ties Studio | - | Aug 29, 2026 | |
Tankii In-game content codeaudio | AI was used to write the code for the game, and for the sounds effect.
Music and art was all done by a lovely, living human. | Sterling Long | - | Aug 29, 2026 | |
Pit Purge In-game content art | Some icons and images were generated using AI and then manually edited. | Ristanox | - | Aug 29, 2026 | |
世外桃源 In-game content art | 所有图片均由AI生成 | 玄逍工作室 | - | Aug 29, 2026 | |
Reaper GoStop In-game content artaudiotextcode | The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness. | Beaver Studio | - | Aug 29, 2026 | |
Trials Of The Void In-game content art | AI has been used to generate artwork for this game. | Farya Wolyo Studios | - | Aug 29, 2026 | |
DiceBeast In-game content artaudio | This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay. | MarchelloDev | - | Aug 29, 2026 | |
Cubersum In-game content audiocode | Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam.
AI tools were also used for programming and development.
There is no AI used in the gameplay - no content is dynamically generated. | Antinomic Sequence | - | Aug 29, 2026 | |
Dead March: Dark Lord Rising In-game content textart | Generative AI tools were used for localization, marketing images, intro video, and some graphical assets. | Imaginary | - | Aug 29, 2026 | |
I.T.C.B - Interstellar Trade Compliance Bureau In-game content artaudio | Generative AI has been used to support the development of art direction and music style for this game. | Baseless Assumption Studio | - | Aug 29, 2026 | |
Final_Final.zip In-game content arttextcode | Pre-rendered Content:
Generative AI tools and agentic AI development workflows were utilized during the creation of this game to assist in:
- Code & Systems: Writing and optimizing core gameplay logic, typescript structures, and simulation algorithms.
- Visual Assets: Creating and pre-rendering all visual assets used in-game, including boot screen artworks, drive interfaces, and graphical components.
- Localization: Translating and reviewing in-game text and UI labels.
Please note that all AI-assisted assets and code were pre-rendered and compiled during the development phase. The game runs entirely locally and does not perform any real-time (live) AI generation, nor does it connect to any external AI APIs or services during gameplay. | K1.Ki Labs | - | Aug 29, 2026 | |
D.A.M.N! In-game content arttext | In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human. | The DAMN Board Games | - | Aug 29, 2026 | |
Play the Wor!d In-game content artaudio | Generative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the game’s background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services. | Sweet Turtles | - | Aug 29, 2026 | |
Babel Legacy In-game content text | Text Localization: Translated using AI | Broken Toilet Games | - | Aug 29, 2026 | |
妈妈,我真的在学外语 In-game content art | Generative AI tools were used during development to assist in creating some of the game's visual art assets, primarily including certain card illustrations and related image assets. AI-generated content is used only during the development process and is not generated live while the game is running. All AI-assisted assets included in the final game are manually reviewed, selected, adjusted, and approved by the developer before being added to the game. | MiracleHeart Studio | - | Aug 29, 2026 | |
Lost Ball In-game content codeartaudiotext | AI used to generate code, including code to procedurally generate graphics/sound.
Artists using Suno marked "(Suno)" after artist name.
AI used for localization. | Knut Ryager | - | Aug 29, 2026 | |
Fault Lines In-game content text | AI was used to generate some texts and to translate to other languages. | Andreas Müller | - | Aug 29, 2026 | |
ViewerFrenzy In-game content audioart | ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay. | OldManObserver | - | Aug 29, 2026 | |
Welcome Demon In-game content textaudio | Translations, SFXs and some cutscenes are made with the help of AI | NurRam | - | Aug 29, 2026 | |
The Dinosaur League In-game content art | Some images and promotional videos were generated using AI. | Dinosaur League Game Studios | - | Aug 29, 2026 | |
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
Feral Prince In-game content art | Some graphic asset is generated by AI | Honeyjam inc | - | Aug 29, 2026 | |
RoboSquare: Recharged In-game content art | UI Art Assets uses generative artificial intelligence. | Fizz | - | Aug 29, 2026 | |
PixelHeroScramble Plus In-game content text | We used AI to create initial translations, which were then reviewed and refined by a human editor. | One or Eight | - | Aug 29, 2026 | |
Overseas Wars In-game content artaudio | Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis.
In addition, the audio versions of dialogues are produced using AI-generated voices. | Studio 213 | - | Aug 29, 2026 | |
Echo Seekers In-game content art | This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision. | Grey Tactics | - | Aug 28, 2026 | |
Agents! Please? In-game content textartaudio | The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping. | KIB Games | - | Aug 28, 2026 | |
Beneath Solmere In-game content audiotextart | Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay. | Matias Devoto | - | Aug 28, 2026 | |
Ear We Go In-game content audio | Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game. | Tripawzs | - | Aug 28, 2026 | |
Refund Me TD In-game content audiotext | The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time. | LoneDragonDev | - | Aug 28, 2026 | |
Slime Mine Survivor In-game content text | Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages. | Hassaku | - | Aug 28, 2026 | |
BUNGLERS! In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emre Şahin | - | Aug 28, 2026 |