Player portrait images were created with the assistance of generative AI tools during development.
- Creator
- Vibekontroll Gaming
- Reviews
- -
- Added
- Aug 15, 2026
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Player portrait images were created with the assistance of generative AI tools during development.
AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team. AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
Generative AI was used to assist with programming and some pre-recorded voice-over audio.
Parts of the title background
The game uses pre-generated AI-assisted artwork created before release. It does not generate images, text, audio, or other content during runtime and does not connect to any external AI service.
This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all. Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well. The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons. The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
Some of the audio assets and objects were created with the assistance of AI tools.
Generative AI is used to assist with multilingual translation and some BGM.
AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist.
In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team.
Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Some images and audio were generated using AI technology.
Some game illustrations are generated using AI and have been manually refined.
The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses. All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork.
3D Customer Models are AI generated because of a lack of funding.
AI-generated artifacts
Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced.
All of the in-game voice-overs were created using AI.
As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand.
This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork.
RLG:Origins uses a locally operated generative AI model during play to interpret free-form player input and generate GM narration and character dialogue. AI-generated text does not establish game facts or decide outcomes. A separate deterministic rules system validates actions and controls game-state changes. Generation takes place on the player's device, and player input is not sent to an external AI service.
This game uses generative artificial intelligence (AI) tools to assist in the creation of certain visual assets, promotional store materials, and workflow scripts during development.
Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs.
During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol.
Videos is generated using AI support. Store page capsules image is generated using AI support.
Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists.
Some of the Inventory images were generated using AI
Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself. Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people.
Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
- sound effects - male/female speeches - some UI elements - models (character)
Some code and marketing content may be generated by AI.
Some visual assets and music in Buzzoria were created with the assistance of generative AI tools.
Within the game, we only used AI to assist with translations into different languages and to create the names and designs of the bottle brands. We use AI solely as a supportive tool. We do not let AI handle the entire process for any task.
AI was used to assist in the generation of music, and some art assets.
This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release.
The image materials in the game are generated with the help of AI models.
The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI.
Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation.
AI was used for some translations and visual assets. The game does not generate AI content during gameplay, and AI was not used to write the game's code.
Generative AI was used only for in-game text localization and translation.
The layout of some graphics and one soundtrack.
AI was occasionally used to assist in the creation of certain textures. However, these instances are light-hearted and do not impact the creative vision of Static Field Interactive.
Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release.
Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Some UI elements and 2D visual assets were created with the assistance of generative AI tools and then manually edited and refined in Photoshop. All AI-assisted content has been reviewed by the developer to ensure it does not infringe on third-party intellectual property.
In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code.
This game contains AI-generated 2D artwork, while all 3D models were created by hand.
Only used for assisting translations, no generative AI is used in the store page or the game assets
This game includes some character artwork and UI elements created with the assistance of generative AI.
Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Offside Deal: Football At Any Cost In-game content art | Player portrait images were created with the assistance of generative AI tools during development. | Vibekontroll Gaming | - | Aug 15, 2026 | |
Out Fishing Dev only arttext | AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team. | Mūn Mūn Games | - | Aug 15, 2026 | |
Outpost Simulator In-game content codeaudio | Generative AI was used to assist with programming and some pre-recorded voice-over audio. | Mental Dreams | - | Aug 15, 2026 | |
The Abyss’s Last Breath Unclear | Parts of the title background | furiousDevPhoenix | - | Aug 14, 2026 | |
雾锁荒城 In-game content art | The game uses pre-generated AI-assisted artwork created before release. It does not generate images, text, audio, or other content during runtime and does not connect to any external AI service. | 温州金酷网络科技有限公司 | - | Aug 14, 2026 | |
Volatility In-game content codetextart | This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files. | Dancing_Penguin | - | Aug 14, 2026 | |
Mess in the Toy Shop In-game content audio | Some of the audio assets and objects were created with the assistance of AI tools. | Trigarb | - | Aug 14, 2026 | |
Japanese Swordsmith In-game content textaudio | Generative AI is used to assist with multilingual translation and some BGM. | SENSE SHARE | - | Aug 14, 2026 | |
告死天使招魂令 Death Angel Requiem Dev only art | AI tools used only as composition reference during early blocking; all shipped assets hand-painted by artist. | 五十岚夜莺 | - | Aug 14, 2026 | |
CPM 2 In-game content artaudiotext | In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team. | OGames | - | Aug 14, 2026 | |
Metabolis In-game content codeaudioart | Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services. | QUENCH FORGE | - | Aug 13, 2026 | |
竹知了 In-game content artaudio | Some images and audio were generated using AI technology. | 竹知了 | - | Aug 13, 2026 | |
上传器/Uploader In-game content art | Some game illustrations are generated using AI and have been manually refined. | QupiD | - | Aug 13, 2026 | |
I_NORI Live AI text | The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses.
All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork. | Nori Labs | - | Aug 13, 2026 | |
GRUBSTAKE: A Post Apocalyptic Pawn Shop In-game content art | 3D Customer Models are AI generated because of a lack of funding. | Paper Falcon Games | - | Aug 13, 2026 | |
Escape the Backrooms Bodycam Unclear | AI-generated artifacts | VRCFORGE STUDIOS | - | Aug 12, 2026 | |
Mox Modular In-game content art | Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced. | Raadios | - | Aug 12, 2026 | |
Sword & Shield Simulator In-game content audio | All of the in-game voice-overs were created using AI. | Wildlands Interactive | 53 | Aug 11, 2026 | |
Car Wash Simulator In-game content artaudio | As a solo developer working with a limited budget, I used generative AI tools to help bring my vision to life and add more variety to the game. Specifically, AI generated 10-20 graphical assets and assisted in creating about half of the game's music tracks. The vast majority of the game (over 95%) - including all core design, programming, and mechanics was created entirely by hand. | Majestic Twelve | 60 | Aug 11, 2026 | |
Outdoor Wine Market Simulator In-game content art | This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork. | navlikesbunnies | - | Aug 11, 2026 | |
RLG:Origins Live AI text | RLG:Origins uses a locally operated generative AI model during play to interpret free-form player input and generate GM narration and character dialogue. AI-generated text does not establish game facts or decide outcomes. A separate deterministic rules system validates actions and controls game-state changes. Generation takes place on the player's device, and player input is not sent to an external AI service. | Stardust Factory Studio | - | Aug 11, 2026 | |
Green Breach In-game content art | This game uses generative artificial intelligence (AI) tools to assist in the creation of certain visual assets, promotional store materials, and workflow scripts during development. | Megazolt Studios | - | Aug 11, 2026 | |
Gildoria - Organize a Dragon's Hoard In-game content arttext | Gildoria uses AI-assisted tools in parts of its development: some UI icons were made with AI image generation, the in-game text was translated with AI translation tools. All of it was reviewed and edited by the developer. 3D art, level design, game design and codes are human-made or licensed. No content is generated by AI while the game runs. | LoudScream | - | Aug 11, 2026 | |
Frontier Protocol Dev only code | During development, as a solo developer, Claude Code was especially helpful for debugging, development and testing. There is no LLM usage within Frontier Protocol and no external connection is required to play Frontier Protocol. | William Radcliffe | - | Aug 11, 2026 | |
Liminal Desktop Store/marketing art | Videos is generated using AI support.
Store page capsules image is generated using AI support. | Dreamer | - | Aug 11, 2026 | |
Steal & Sell Simulator In-game content art | Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists. | DreamWay Games | - | Aug 11, 2026 | |
Potion Dealer In-game content art | Some of the Inventory images were generated using AI | Spectre17 | - | Aug 11, 2026 | |
Lawn Order In-game content audioart | Yeah, I used some AI music. Big woop wanna fight about it? All other in-game assets are made by hoomans much more talented than myself.
Images on the store page are also currently AI generated placeholders. These will be replaced during Early Access with art by people. | Funcible Studios | - | Aug 11, 2026 | |
The Dream Of Winning The Lottery In-game content artaudiotextcode | Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Gamjangjangi | - | Aug 10, 2026 | |
Ice Cream Truck Simulator In-game content audioart | - sound effects
- male/female speeches
- some UI elements
- models (character) | B.S.S. | - | Aug 10, 2026 | |
Rat Hunt Store/marketing codeart | Some code and marketing content may be generated by AI. | Watashi Games | - | Aug 10, 2026 | |
Buzzoria In-game content artaudio | Some visual assets and music in Buzzoria were created with the assistance of generative AI tools. | Andrew Bro | - | Aug 8, 2026 | |
Cellar Cleanup Simulator In-game content textart | Within the game, we only used AI to assist with translations into different languages and to create the names and designs of the bottle brands.
We use AI solely as a supportive tool. We do not let AI handle the entire process for any task. | Kiki Games | - | Aug 8, 2026 | |
Golf Course Architect Tycoon In-game content audioart | AI was used to assist in the generation of music, and some art assets. | Top Shop Technology | - | Aug 8, 2026 | |
HR Hell In-game content art | This game uses generative AI to create some of its visual assets, including artwork, background imagery, and marketing graphics. All AI-generated images are reviewed and edited by a human before release. | playerboot | - | Aug 8, 2026 | |
Pet Diary In-game content art | The image materials in the game are generated with the help of AI models. | ZGameStudio | - | Aug 8, 2026 | |
Space Interface In-game content art | The drone images on the website and Steam game page, (not used in the actual game), were generated by AI. The Symbology of the in-game tactical display was generated by AI under close human supervision and iteration. The music in this game was not generated by AI. | Hbit LLC | - | Aug 8, 2026 | |
Void Inc In-game content arttextcode | Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation. | The Occult Arcade | - | Aug 8, 2026 | |
Market Manager Simulator In-game content textart | AI was used for some translations and visual assets. The game does not generate AI content during gameplay, and AI was not used to write the game's code. | Bugurca Game Studio | - | Aug 8, 2026 | |
Tidy Up Mall In-game content text | Generative AI was used only for in-game text localization and translation. | KL6G Games | - | Aug 8, 2026 | |
Architecture & Design Unclear artaudio | The layout of some graphics and one soundtrack. | Crispytecture Games | 13 | Aug 7, 2026 | |
Anatomy of a Dream In-game content art | AI was occasionally used to assist in the creation of certain textures. However, these instances are light-hearted and do not impact the creative vision of Static Field Interactive. | Static Field Interactive | - | Aug 7, 2026 | |
Business And Life Simulator In-game content art | Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release. | EE GAMES | - | Aug 7, 2026 | |
Second Nature: Night Authority In-game content artaudio | Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | ThunderRQN | - | Aug 7, 2026 | |
Observation Protocol In-game content art | Some UI elements and 2D visual assets were created with the assistance of generative AI tools and then manually edited and refined in Photoshop. All AI-assisted content has been reviewed by the developer to ensure it does not infringe on third-party intellectual property. | Vastlyth | - | Aug 7, 2026 | |
Bird Game: Tokyo In-game content artcode | In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code. | Polygunplay | - | Aug 7, 2026 | |
That pricing man 定价人 In-game content art | This game contains AI-generated 2D artwork, while all 3D models were created by hand. | Roundabout Game | - | Aug 7, 2026 | |
The Berliner In-game content text | Only used for assisting translations, no generative AI is used in the store page or the game assets | Kelt Games | - | Aug 7, 2026 | |
The Fallen Chronicles In-game content art | This game includes some character artwork and UI elements created with the assistance of generative AI. | Neler93 | - | Aug 7, 2026 | |
I Need to Fix My Dream Car (But I Work at a Junkyard) In-game content artaudio | Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman. | GameFactory | - | Aug 6, 2026 |