Some background assets and sound effects in this game were created using generative AI.
- Creator
- MALCREATURES STUDIO
- Reviews
- -
- Added
- Aug 29, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some background assets and sound effects in this game were created using generative AI.
Generative AI was used to create and iteratively refine some graphics and promotional images, as well as to assist with writing and implementing the game’s code. All outputs were selected, reviewed, and integrated by the developer. No AI-generated content is produced during gameplay.
AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay.
Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools
Some graphics and artwork have been made using Ai
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.
Coding help when programming the game.
Some graphic asset is generated by AI
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 has been used to help with coding, asset generation and voice generation.
Generative AI was used to assist in creating a small number of icons.
We used AI tools in two places during development, and in neither of them to replace creative work. Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase. Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
All programming and game music (BGM) are generated by AI.
Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
ゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。
Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
Some store Images excluding game play screenshots in the store page for this game are AI generated.
Artificial Intelligence Usage Notice: We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service.
All 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets.
Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
Sprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!)
There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
Working on replacing some audio and a few other visuals that were generated as place holder assets.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer.
AI was used for inspiration in logos and lore refinement.
This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running.
All art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer. TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
AI is used only for translation.
AI-assisted tools were used during development to help refine and polish text localization.
使用ai生成游戏音乐音效;
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Generative AI tools were used as part of the content creation process for this game: - Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game - Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style A large part of the game's code was written with the help of AI coding assistants. All content was reviewed and approved by the team before shipping.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames. AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game. As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game. AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten.
Promotional graphics ( capsule) generated using AI tools.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer. All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer. Nothing is generated by AI while you play. All content ships with the game and never changes.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Life Is a Dungeon: Lean into It. Store/marketing artcode | Generative AI was used to create and iteratively refine some graphics and promotional images, as well as to assist with writing and implementing the game’s code. All outputs were selected, reviewed, and integrated by the developer. No AI-generated content is produced during gameplay. | Anonymous Works | - | Aug 29, 2026 | |
Railhold Dev only art | AI tools were used during development as a learning and support aid. They helped me understand development workflows, troubleshoot technical problems, explore gameplay and UI ideas, and create early concept images used as visual references. All final decisions, implementation, balancing, and content selection were handled and reviewed by me. No AI content is generated during gameplay. | Veten | - | Aug 29, 2026 | |
Marrowlight art | Artists were aided in creating some promotional content and digital art with the aif of AI image generation and mesh builder tools | Entropy Digital Entertainment | - | Aug 29, 2026 | |
Endless Bonds In-game content art | Some graphics and artwork have been made using Ai | Brian710 | - | 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 | |
Salvage Run Dev only code | Coding help when programming the game. | Odin's Beard Software | - | Aug 29, 2026 | |
Feral Prince In-game content art | Some graphic asset is generated by AI | Honeyjam inc | - | Aug 29, 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 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky Games | - | Aug 28, 2026 | |
Dungeon Typist In-game content art | Generative AI was used to assist in creating a small number of icons. | IDfeng | - | Aug 28, 2026 | |
Confined Space - Module Madness In-game content textcode | We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people. | Confined Space Crew | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Nozile In-game content codeaudio | All programming and game music (BGM) are generated by AI. | Masanori Chida | - | Aug 28, 2026 | |
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
GRAY RUSH Store/marketing art | ゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。 | Tzk | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
Dark Age: Tokens of the Fallen Store/marketing art | Some store Images excluding game play screenshots in the store page for this game are AI generated. | Phoenix Studio | - | Aug 28, 2026 | |
The Buried Light In-game content art | Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts. | Lupittus | - | Aug 28, 2026 | |
Spell Unbound In-game content arttext | Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service. | Alk Games | - | Aug 28, 2026 | |
Diofru: Survivors of the Tower In-game content artaudiotext | All 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets. | BEE STAR | - | Aug 28, 2026 | |
DET-33 In-game content artaudio | Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime. | Twinspear | - | Aug 28, 2026 | |
Cornmaster's Fury In-game content art | Sprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!) | Astrawal Studios | - | Aug 28, 2026 | |
429 In-game content art | There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play. | ScreamingPie | - | Aug 28, 2026 | |
Sven Rescues a Princess In-game content art | Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team. | Heroic Forge Games | - | Aug 27, 2026 | |
Died in the Tower Again In-game content art | Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code). | BANANAK | - | Aug 26, 2026 | |
CARKNIGHT Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Overlap | - | Aug 26, 2026 | |
Gravefever In-game content artcode | All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs. | Rinami | - | Aug 26, 2026 | |
Drawing Dead In-game content artcode | This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime. | TuttiTeam | - | Aug 26, 2026 | |
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 | |
桃园幸存者:匡扶汉室 In-game content art | Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer. | Anpena | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
Mudang In-game content art | This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running. | Berrybell Games | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
TOWERPULSE In-game content artaudio | Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running. | Greg HAT | - | Aug 26, 2026 | |
王之将死/Checkmate In-game content art | During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay. | 白砚_Vesper | - | Aug 26, 2026 | |
Just One Bite In-game content text | AI is used only for translation. | Opus Nine | - | Aug 26, 2026 | |
Fall of the Void In-game content text | AI-assisted tools were used during development to help refine and polish text localization. | JoeCat | - | Aug 25, 2026 | |
噗噗泼噗:色彩有限公司 In-game content audio | 使用ai生成游戏音乐音效; | RGBA Games | - | Aug 25, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
Junkpot In-game content artcode | Generative AI tools were used as part of the content creation process for this game:
- Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game
- Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style
A large part of the game's code was written with the help of AI coding assistants.
All content was reviewed and approved by the team before shipping. | Velum Games | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Monster Movie Mayhem In-game content art | HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release. | HaddyForge | - | Aug 25, 2026 | |
Shoot the Shit Dev only art | Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten. | Drone Defence Video Games UG | - | Aug 25, 2026 | |
Elder Gate Store/marketing art | Promotional graphics ( capsule) generated using AI tools. | ZERO5GAMES | - | Aug 25, 2026 | |
RiftQuake In-game content artaudio | We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026) | From Zero, LLC | - | Aug 25, 2026 | |
TROUBLE SHOOTERS In-game content art | I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly. | Music For Robots | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Route Survivors: 1999 Store/marketing art | Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay. | Black Tortoise Studio | - | Aug 25, 2026 | |
Sanguo Survivors In-game content art | The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes. | kevin | - | Aug 25, 2026 |