Generative AI was used to prototype and stylize most pixel art. Generative AI was NOT used for writing, music, or mechanics.
- Creator
- Aaron Meier
- Reviews
- -
- Added
- Sep 9, 2026
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Generative AI was used to prototype and stylize most pixel art. Generative AI was NOT used for writing, music, or mechanics.
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.
AI-Assisted Language Translation
*Certain audio assets used in the game were created with the assistance of generative AI tools.* *All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.*
Generative AI is utilized as support in the game's development, employed for concept creation, texture upscaling, and the design of icons and visual elements.
AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay.
Game assets are AI geberated
This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation).
This game uses AI to generate art materials to enrich game content and accelerate development speed
Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service.
Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game.
Some art assets were generated using AI and then manually refined and adjusted.
During the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development.
Text-based conversations with 12dora in-game are produced in real time while the game is running, powered by an integrated large language model (LLM).
AI tools were used during development as a programming and brainstorming assistant: the game's code were written with AI assistance under my direction and review, and I used AI to talk through design ideas. All art, audio, and text in the game itself are either hand-made, procedurally generated by the game's own code, or sourced from credited CC0 asset packs (big thanks to Kenney Vleugels).
Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game.
Some character, monster, and environment art, and some music, were created with generative AI before release. Nothing is generated by AI during play.
UI
Our game uses AI-generated content for certain character art and UI details. All gameplay, and core mechanics were created by our development team.
AI was used to help create localized versions of the game and store page, as well as some 3D models.
We are a two-person indie team with over a decade of real-world game development experience. Pat has been making games for 10 years, and Nate was a professional working artist long before generative AI tools existed. We know AI in games is a dealbreaker for some folks, and we struggle with how much to use it ourselves. We want to be completely upfront about how we built this so you have the full picture: - Visuals: We used generative AI alongside our standard software to speed up ideation and automate tedious tasks. Every final in-game element is as handmade as any other pre-LLM digital art. Most of the icons were licensed from a third-party. - Code: We used AI assistants for pair-programming and troubleshooting complex engine logic on a project that two non-engineers couldn't otherwise build alone. No content is generated live in-game at runtime. We believe in total transparency with our players. We built this game to celebrate developers, and we want to be completely open about how we made it. As busy parents navigating the job hunt during development, these tools gave us the leverage to build and ship an ambitious project that we simply couldn't have created otherwise.
AI was used to assist in localizing the game in the many different languages, to increase it's target demographic.
Generative AI is used only for 2D marketing assets and icons.
AI is used to help with translating the store page and in-game texts.
A big chunk of the code and art was done using AI.
Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay.
Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer.
Using AI to generate promotional images
Part of the UI, along with all character, monster and item icons, text translations, background music and some sound effects in this game are AI‑generated.
Generative AI was used for some in-game text and localization.
This game was created by a solo developer. During development, generative AI was used to assist with some artwork, store promotional images, localized text, and narrative materials. While the game is running, it connects to external AI services to dynamically generate Froggy’s dialogue, travel letters, postcard images, and parts of its travel stories based on player conversations, character memories, real-world weather, and current travel status. Generated content may vary depending on player input and service availability.
Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization).
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
We use ai only for storepage assets
Generative AI tools were used during development to assist with portions of the game's code and some in-game text, including interface descriptions and procedural name pools. All AI-assisted content was reviewed, edited, and tested by the developer before inclusion.
Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic. Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score.
Some visual assets were created with the assistance of generative AI and were reviewed and edited by the developer.
Generative AI was used only to assist with drafting and translating written text for the Steam store page. No in-game artwork, audio, gameplay assets, or runtime content is generated by AI.
Some UI icons were generated using AI.
Some 2D art assets in this game, such as menu backgrounds, UI icons and character illustrations, were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by our team before being included in the game. No content is generated by AI while the game is running. Game code, design and text were created by humans.
AI has been used solely as a coding assistant for assistance purposes. As a solo indie developer with no software background, using a coding assistant is my only option. Regards.
Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
This game uses AI for background music generation and localization.
游戏内的一些美术资源图片使用AI生成
We used A.I. in some assets of our game.
We used A.I. in some assets of our game.
We used A.I. in some assets of our game.
Some of the displayed visuals were generated with the assistance of AI.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Apocalypticlick In-game content art | Generative AI was used to prototype and stylize most pixel art. Generative AI was NOT used for writing, music, or mechanics. | Aaron Meier | - | 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 | |
Your Momo In-game content text | AI-Assisted Language Translation | Dopamine Maker | - | Sep 9, 2026 | |
Praetor : Medieval TD In-game content audio | *Certain audio assets used in the game were created with the assistance of generative AI tools.*
*All AI-assisted audio was reviewed, edited, mixed, and refined by the developer, with human input throughout the process to ensure it fits the game's atmosphere, artistic direction, and quality standards.* | Gimdeka | - | Sep 7, 2026 | |
Idle Digger Bots Deluxe In-game content arttext | Generative AI is utilized as support in the game's development, employed for concept creation, texture upscaling, and the design of icons and visual elements. | Raido Studios | - | Sep 7, 2026 | |
Match & Drop: Pachinko Rush Dev only code | AI tools were used during development solely to assist with coding, including identifying and fixing bugs and making minor code corrections and improvements. AI does not generate any content for players during gameplay. | ArPeaKK Games | - | Sep 7, 2026 | |
Idle Commander general | Game assets are AI geberated | CryCauseDry | - | Sep 7, 2026 | |
Mellow Flavor Alley In-game content arttext | This game uses generative AI tools in parts of its artwork and dialogue/narrative writing, as well as for in-game text localization (translation). | Pallang Studio | - | Sep 7, 2026 | |
洪荒之刷宝成圣 In-game content art | This game uses AI to generate art materials to enrich game content and accelerate development speed | 白辰 | - | Sep 7, 2026 | |
Creator Shelter In-game content art | Generative AI tools were used during development to assist with the creation and refinement of certain pre-generated 2D visual assets, including environment artwork, character sprites, and store marketing images. All AI-assisted content was reviewed and edited by the developer before inclusion. No AI-generated content is created during gameplay, and the game does not connect to any external AI service. | Kalzon Studio | - | Sep 7, 2026 | |
The Adventurer's Guild Idler Dev only code | Generative AI tools were used to assist with the development and coding of the game, including generating, modifying, and troubleshooting code that ships with the game. | Arkras Studio | - | Sep 7, 2026 | |
Desktop Slime Graveyard: Tap Reaper In-game content art | Some art assets were generated using AI and then manually refined and adjusted. | QZ Studio | - | Sep 7, 2026 | |
Gemorium Dev only artcode | During the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development. | Bagosz Dev | - | Sep 7, 2026 | |
主播养成12dora - Pet Streamer 12dora Live AI text | Text-based conversations with 12dora in-game are produced in real time while the game is running, powered by an integrated large language model (LLM). | SxxGames | - | Sep 6, 2026 | |
Minevester Dev only code | AI tools were used during development as a programming and brainstorming assistant: the game's code were written with AI assistance under my direction and review, and I used AI to talk through design ideas. All art, audio, and text in the game itself are either hand-made, procedurally generated by the game's own code, or sourced from credited CC0 asset packs (big thanks to Kenney Vleugels). | Arkamia | - | Sep 6, 2026 | |
Form In-game content arttext | Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game. | Ruldae | - | Sep 6, 2026 | |
Partyforge Idle In-game content artaudio | Some character, monster, and environment art, and some music, were created with generative AI before release. Nothing is generated by AI during play. | SDY | - | Sep 6, 2026 | |
Slime Trader general | UI | Enter the Game Studios | - | Sep 6, 2026 | |
Buzzle In-game content art | Our game uses AI-generated content for certain character art and UI details. All gameplay, and core mechanics were created by our development team. | Bluff Games | - | Sep 6, 2026 | |
Project TITAN In-game content textart | AI was used to help create localized versions of the game and store page, as well as some 3D models. | Campo | - | Sep 6, 2026 | |
Save the Game Devs In-game content artcode | We are a two-person indie team with over a decade of real-world game development experience. Pat has been making games for 10 years, and Nate was a professional working artist long before generative AI tools existed.
We know AI in games is a dealbreaker for some folks, and we struggle with how much to use it ourselves. We want to be completely upfront about how we built this so you have the full picture:
- Visuals: We used generative AI alongside our standard software to speed up ideation and automate tedious tasks. Every final in-game element is as handmade as any other pre-LLM digital art. Most of the icons were licensed from a third-party.
- Code: We used AI assistants for pair-programming and troubleshooting complex engine logic on a project that two non-engineers couldn't otherwise build alone.
No content is generated live in-game at runtime.
We believe in total transparency with our players. We built this game to celebrate developers, and we want to be completely open about how we made it. As busy parents navigating the job hunt during development, these tools gave us the leverage to build and ship an ambitious project that we simply couldn't have created otherwise. | PatT Games | - | Sep 6, 2026 | |
The Endless Harvest In-game content text | AI was used to assist in localizing the game in the many different languages, to increase it's target demographic. | R.J. Brontsema | - | Sep 6, 2026 | |
Desktop Fighter In-game content art | Generative AI is used only for 2D marketing assets and icons. | KiraKami Games | - | Sep 6, 2026 | |
Department 98 In-game content text | AI is used to help with translating the store page and in-game texts. | Sven Schäfer | - | Sep 6, 2026 | |
Spike Trigger Unclear artcode | A big chunk of the code and art was done using AI. | Seatoad LLC | - | Sep 5, 2026 | |
Byte Bistro Store/marketing textcode | Byte Bistro was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions. All AI-generated content was reviewed, edited, and integrated manually. The game does not feature live, runtime generative AI or external API connections during gameplay. | RVLWorks | - | Sep 4, 2026 | |
Idle Plinko In-game content art | Generative AI was used to create some artwork and visual assets for the game, including store page artwork and in-game icons. These assets were reviewed and integrated by the developer. | miguel | - | Sep 4, 2026 | |
无人放置 Store/marketing art | Using AI to generate promotional images | ELEES Studio | - | Sep 4, 2026 | |
热血挂机 artaudiotext | Part of the UI, along with all character, monster and item icons, text translations, background music and some sound effects in this game are AI‑generated. | MagicJellyGames | - | Sep 4, 2026 | |
PomoIdle Arena In-game content text | Generative AI was used for some in-game text and localization. | GasaiGames | - | Sep 4, 2026 | |
Froggy Roams Live AI arttext | This game was created by a solo developer. During development, generative AI was used to assist with some artwork, store promotional images, localized text, and narrative materials. While the game is running, it connects to external AI services to dynamically generate Froggy’s dialogue, travel letters, postcard images, and parts of its travel stories based on player conversations, character memories, real-world weather, and current travel status. Generated content may vary depending on player input and service availability. | Amber | - | Sep 4, 2026 | |
GridEnergy In-game content codetext | Artificial intelligence was used as a development assistant to generate the game's source code, as well as to write and translate the interface text (localization). | General Studios | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 | |
Beellionaire Idle In-game content arttext | We use ai only for storepage assets | Ravenholm Interactive | - | Sep 4, 2026 | |
装甲生涯 In-game content textcode | Generative AI tools were used during development to assist with portions of the game's code and some in-game text, including interface descriptions and procedural name pools. All AI-assisted content was reviewed, edited, and tested by the developer before inclusion. | FurAnt | - | Sep 4, 2026 | |
Idle Misadventures In-game content artaudio | Visual Assets: As a solo developer, I use generative AI to create initial variations for scenery, textures, character sprites, and UI. No raw AI output ships in the game — every asset is hand-edited, composited, and cleaned up to match the game's aesthetic.
Music: The soundtrack and ambient music are created with AI audio tools, then curated and sequenced into a cohesive, atmospheric score. | Double Trouble Games | - | Sep 4, 2026 | |
Research Journey In-game content art | Some visual assets were created with the assistance of generative AI and were reviewed and edited by the developer. | Xiaolou Game | - | Sep 3, 2026 | |
Seed the Planet Store/marketing text | Generative AI was used only to assist with drafting and translating written text for the Steam store page. No in-game artwork, audio, gameplay assets, or runtime content is generated by AI. | Sandborn Digital | - | Sep 3, 2026 | |
Little Cat Goes Fishing In-game content art | Some UI icons were generated using AI. | FrankLy | - | Sep 3, 2026 | |
Cozy Fishing Life art | Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans. | TINYCELL | - | Sep 3, 2026 | |
AI Domination 98 Dev only code | AI has been used solely as a coding assistant for assistance purposes.
As a solo indie developer with no software background, using a coding assistant is my only option.
Regards. | TOzcanDev | - | Sep 3, 2026 | |
无尽仙路Dao Without End In-game content arttext | Generative AI was used during development to assist in creating some 2D art assets, including scene backgrounds, character and monster artwork, UI elements, and icons for items, equipment, skills, and status effects. Generative AI was also used to assist in drafting some in-game text. All AI-assisted content was selected, edited, post-processed, and integrated by the developer. The game does not use generative AI at runtime and does not generate content in real time in response to player input. | Dreamin Studio | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
WATT FUR? Animal Power Plant In-game content audiotext | This game uses AI for background music generation and localization. | Mimosa Works | - | Sep 3, 2026 | |
财富大爆炸 In-game content art | 游戏内的一些美术资源图片使用AI生成 | 早安宇宙 | - | Sep 3, 2026 | |
Way Too Many Eggs In-game content | We used A.I. in some assets of our game. | Luvineva Games | - | Sep 1, 2026 | |
Boss After Boss In-game content | We used A.I. in some assets of our game. | EK Games | - | Sep 1, 2026 | |
Slay the Stars In-game content | We used A.I. in some assets of our game. | D-Games | - | Sep 1, 2026 | |
Forge Shop Unclear art | Some of the displayed visuals were generated with the assistance of AI. | JoyMore | - | Sep 1, 2026 | |
Don't Panic, Defend! In-game content art | This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay. | Ryan4237 | - | Sep 1, 2026 |