Generative AI tools were used to assist with some graphics and audio content.
- Creator
- Happy Daram Inc.
- Reviews
- -
- Added
- Aug 29, 2026
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Generative AI tools were used to assist with some graphics and audio content.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Some character graphics and backgrounds were created with the assistance of generative AI tools.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer. A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game. The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
English Translation
Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
AI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization. Generative AI was not used in the creation of the game's artwork or story.
This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us. The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content.
Generative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。
Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players.
The music in Sandweh was generated with the assistance of AI tools. The developer curated, edited, and implemented the tracks in-game.
The voices in the game were generated by AI, following scripts written by hand.
Artificial intelligence has been used for some parts of the art.
the production of some code, icons and audio are assisted by by AI
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems. Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
This game uses generative AI to create a portion of its image assets. Specifically, some illustrations and background images were pre-generated during development using Kling AI and Microsoft Copilot. All AI-generated images were reviewed, selected, and edited by the developer before being included in the game. No generative AI content is generated live during gameplay, and no generative AI was used for the scenario, music, or voices.
本作では、複数の画像素材にのみ、AI生成物を独自加工したものを使用しています。
AI was used for inspiration in logos and lore refinement.
Skill icons, character portraits, and similar assets were generated using AI. All other content was created manually.
Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer.
In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content.
Character/background art: ChatGPT (image generation) Music: SOUNDRAW (AI music generation) Translations other than Japanese (10 languages): Machine-translated via ChatGPT No AI runs at runtime — everything is pre-generated and bundled
Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
Some of the game's graphical assets are optimised with AI technology.
Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay.
1. 中途过程动画:游戏流程中部分过场动画、转场动画及环境氛围动态效果的初始素材由 AI 生成,再经开发团队手动调整、剪辑与整合,以匹配游戏美术风格与叙事节奏。
Some of the code was generated with AI assistance.
This game uses AI voice technology for story dialogue dubbing. If you find this disturbing, you may disable story dialogue audio in System Settings.
Software uses generative AI
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts. The game's story, characters, and game design were created by the developer. AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers. The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Early in pre-production, we temporarily utilized AI voices in our teaser trailer.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Generative AI has been used to create some user interface elements and to enhance others that were created by hand.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
The general philosophy of AI usage is: keep it to non-creative endeavors.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand. Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content.
This game utilized generative AI tools during development to assist with the following aspects: Generation and optimization of certain code snippets; Creation and processing of some sound effects; Machine translation and localization assistance for in-game text and UI strings. Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools. All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments.
AI processing used for some props and characters
I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
ARETIAS: Cursed Island In-game content arttext | Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | inHeka Studios | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
奶瓦的笑 In-game content art | Some character graphics and backgrounds were created with the assistance of generative AI tools. | ZikL | - | Aug 28, 2026 | |
Halley's Big Catch Store/marketing art | Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation. | ACCDevWorks | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
La eclissi text | English Translation | Sleet | - | Aug 28, 2026 | |
Apoc Wilds In-game content artaudio | Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems. | Prime Wilds | - | Aug 28, 2026 | |
Marry Anyone In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 28, 2026 | |
Forgotten Garden Dev only | AI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer. | Sontex Studios | - | Aug 28, 2026 | |
My Four-Wheeled Sister In-game content audiotext | During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story. | WednesdayDinnerClub | - | Aug 28, 2026 | |
Before the Fireworks In-game content artaudio | This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored. | NoteLove | - | Aug 28, 2026 | |
Pigeonhole Principle In-game content arttext | Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play. | Goldbug Studio | - | Aug 28, 2026 | |
Grumpy Dungeon In-game content artaudio | Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content. | Sam Mayell | - | Aug 28, 2026 | |
雪月の星霜 In-game content text | Generative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。 | VODALES | - | Aug 28, 2026 | |
Loop 9 Live AI text | Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players. | Andrija Stanisic | - | Aug 28, 2026 | |
Sandweh In-game content audio | The music in Sandweh was generated with the assistance of AI tools. The developer curated, edited, and implemented the tracks in-game. | Rising Fox Studio | - | Aug 28, 2026 | |
Flourishing In-game content audio | The voices in the game were generated by AI, following scripts written by hand. | Splintercat Studio | - | Aug 28, 2026 | |
Barns & Beams In-game content art | Artificial intelligence has been used for some parts of the art. | k148 Game Studio | - | Aug 28, 2026 | |
崩老头 code | the production of some code, icons and audio are assisted by by AI | 老头乐 | - | Aug 28, 2026 | |
Dungeon Cook In-game content artaudio | Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass. | MY AR UNIPESSOAL LDA. | - | Aug 26, 2026 | |
Blue Hawaii Aniki's Small Celebration vol.3 In-game content art | This game uses generative AI to create a portion of its image assets. Specifically, some illustrations and background images were pre-generated during development using Kling AI and Microsoft Copilot. All AI-generated images were reviewed, selected, and edited by the developer before being included in the game. No generative AI content is generated live during gameplay, and no generative AI was used for the scenario, music, or voices. | Kirishima Shoichi | - | Aug 26, 2026 | |
怪談寺 In-game content art | 本作では、複数の画像素材にのみ、AI生成物を独自加工したものを使用しています。 | 幻想怪談スタジオ | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
星海余烬:联合舰队 In-game content art | Skill icons, character portraits, and similar assets were generated using AI. All other content was created manually. | SOT烈 | - | Aug 26, 2026 | |
Brotito In-game content audio | Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer. | JOBAC | - | Aug 25, 2026 | |
Still Inside In-game content art | In-game background and character artwork, as well as store graphical assets, were pre-rendered using generative AI and manually reviewed and edited by the developer. All narrative text was written by the developer. No live-generated content. | SONSU | - | Aug 25, 2026 | |
CATAL CARTA In-game content artaudiotext | Character/background art: ChatGPT (image generation)
Music: SOUNDRAW (AI music generation)
Translations other than Japanese (10 languages): Machine-translated via ChatGPT
No AI runs at runtime — everything is pre-generated and bundled | OLC Salon Lab | - | 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 | |
EVER In-game content art | Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction. | Bada O Studio | - | Aug 25, 2026 | |
Tsubaki-ke no Shonanoka In-game content arttextcode | Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay. | Maru Works | - | Aug 25, 2026 | |
The Infernal Return In-game content art | Some of the game's graphical assets are optimised with AI technology. | Knifish Games | - | Aug 25, 2026 | |
Time Train In-game content art | Generative AI was used during development to create a small amount of temporary placeholder imagery. AI-generated content is limited to pre-generated visual assets and no AI content is generated during gameplay. | NestHex Games | - | Aug 25, 2026 | |
浊流 (MuddyStream) In-game content art | 1. 中途过程动画:游戏流程中部分过场动画、转场动画及环境氛围动态效果的初始素材由 AI 生成,再经开发团队手动调整、剪辑与整合,以匹配游戏美术风格与叙事节奏。 | 鑫曌工作室 | - | Aug 25, 2026 | |
电脉层域 Dev only code | Some of the code was generated with AI assistance. | Draeften | - | Aug 25, 2026 | |
天临混元 In-game content audio | This game uses AI voice technology for story dialogue dubbing. If you find this disturbing, you may disable story dialogue audio in System Settings. | Destined Game Studio | 182 | Aug 25, 2026 | |
Ashmoor Unclear | Software uses generative AI | Tencubed Games | - | Aug 24, 2026 | |
Behind the Beyond In-game content text | Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets. | Sugarpunch Games | - | Aug 24, 2026 | |
On Tape << Rewind In-game content audio | Early in pre-production, we temporarily utilized AI voices in our teaser trailer. | Pixfork Games | - | Aug 24, 2026 | |
Rage and Fury In-game content artaudiotext | Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay. | EntroOne | - | Aug 24, 2026 | |
Leave the Pit In-game content art | Generative AI has been used to create some user interface elements and to enhance others that were created by hand. | Cerval Games | - | Aug 24, 2026 | |
Ward 9 In-game content arttextaudio | Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay. | MMKPC Studios | - | Aug 24, 2026 | |
Stuck in a Broken Tutorial Unclear | The general philosophy of AI usage is: keep it to non-creative endeavors. | Xtonomous | - | Aug 24, 2026 | |
Aftergrowth Dev only textcode | Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service. | pl0xuee | - | Aug 24, 2026 | |
Nautus Dev only artaudiotext | Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team. | Magic Design Studios | - | Aug 24, 2026 | |
Strange Lands In-game content artaudiotext | This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content. | Aubercat | - | Aug 24, 2026 | |
无限循环 In-game content codeaudiotext | This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch. | Capybara BBQ Studio | - | Aug 24, 2026 | |
The Sin of Ritter In-game content audiotextart | During the development of The Sin of Ritter, generative AI tools were used as support in the content creation process. These tools assisted with the production of voice acting in different languages, the translation and localization of the game's text, as well as the creation of some textures used in the composition of the environments. | Ritter | - | Aug 23, 2026 | |
Tiny Archer In-game content art | AI processing used for some props and characters | 西云游戏 | - | Aug 23, 2026 | |
The Solyani's Code In-game content artaudio | I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay. | ANGames | - | Aug 23, 2026 |