Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.
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- janchiguksu
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- Added
- Sep 25, 2026
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Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer.
Generative AI was used to assist in creating some in-game content, as well as store and library artwork. AI tools also assisted with store descriptions and translations.
Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game: - Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats. - The match music loop and the match sound effects: audio generation, edited and loudness-normalised. - The announcer voice in the trailer: voice generation. No AI runs while you play. The game is fully offline and generates nothing at runtime.
Card art, character portraits and the music were created with AI tools and edited by our team.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design. Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally. Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes. Code: AI assistants were used during programming. Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized. No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime.
Generative AI was used during development for some cabin and promotional artwork, written text, and localization. The marine-life videos are real underwater footage from NOAA Ocean Exploration. No AI content is generated and no external AI services are connected during play.
Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features.
We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game.
This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons. Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
Pre-generated content only. The game contains no live or runtime AI generation and makes no network connection. Visual art: the pixel art in this game — sprites, backgrounds, key art, banners and icons — was produced with the assistance of generative AI image tools and then edited, composited, recoloured and assembled by hand for use in the game. Written content and store text: the encounter text and the store description were written with AI assistance and edited by the developer. Everything shipped was reviewed by a human before it went in. No content is generated while the game is running.
Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop.
Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code.
Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay.
AI assisted for Portraits.
AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches.
We used AI to generate initial music tracks, concept art, and temporary translations into some languages. All materials were then thoroughly edited, reworked, and finalized by humans. Nothing went straight from the generator into the game.
AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content.
We use AI to generate combat simulation tests, placeholder artwork, and agentic workflows for game logic. AI is a tool and not something to replace humans with. A lot of human hours have been put into the game too.
Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay.
The announcement artwork was created with the help of generative AI. I also use AI coding agents for debugging and development assistance. A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release.
AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay.
PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay.
本游戏内容含ai参与创作
Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play.
Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time.
Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service.
The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release. Nothing in the game is generated by AI while you play.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time.
Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI.
The content and features of this game were created with the help of AI.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Some in-app text (character dialogue) and translations were drafted with AI writing assistance and edited by the developer. All graphics are drawn at runtime by hand-written code, and all sounds and music are synthesised by code; no AI image, voice or music models are used, and nothing is AI-generated while you use the app.
Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay.
The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
The character portraits and in-game UI graphics in this game were generated with the assistance of AI tools
Generative AI tools were used in the development of game assets and content.
No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images.
The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service.
Pre-generated content: the weapon and enemy sprites, the store artwork (capsules, library images and background), and the interface translations into Simplified Chinese, Russian, Spanish, German and French were created with the help of generative AI tools and then edited, cropped, recoloured and assembled by hand by the developer. Everything else was made by the developer: the application code, the gameplay systems, the sound design, the English and Portuguese texts, and the mod tools. No generative AI runs at runtime: the app ships only fixed image and audio files.
We use Claude Code, Fable, for coding procedurally generated assets for this game.
Just some images for the webpage
Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer.
Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay.
all made by AI
The game used generative AI for coding, and the machine translation of the game into languages other than English.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
1PX BOSS RUSH In-game content arttext | Generative AI tools were used during development to assist with the creation of various in-game assets and some localization text. All content was reviewed and edited by the developer. | janchiguksu | - | Sep 25, 2026 | |
Tales of Aetherland In-game content arttext | Generative AI was used to assist in creating some in-game content, as well as store and library artwork. AI tools also assisted with store descriptions and translations. | 枫火火007 | - | Sep 25, 2026 | |
Studs Up! Win Ugly In-game content artaudiotext | Studs Up! ships some pre-generated AI content. All of it was reviewed and edited by hand before it went into the game:
- Player portraits and the end-of-season win/loss backdrops: image generation, converted down to the game's limited-palette pixel formats.
- The match music loop and the match sound effects: audio generation, edited and loudness-normalised.
- The announcer voice in the trailer: voice generation.
No AI runs while you play. The game is fully offline and generates nothing at runtime. | Gand | - | Sep 25, 2026 | |
The Arcane Open In-game content artaudio | Card art, character portraits and the music were created with AI tools and edited by our team. | Par 4 Games | - | Sep 25, 2026 | |
Kira the Fox: Crystals of Harmony In-game content artaudiocode | Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time. | Chant Premier | - | Sep 25, 2026 | |
Spellsanity: Wizard Survival In-game content arttext | Spellsanity is made by one person and uses generative AI as a tool, not as a substitute for design.
Art: Much of the pixel art (enemies, bosses, characters, portraits, story stills, environment details) was produced with AI image generators and then reworked by hand: reduced to the game's colour palette, corrected pixel by pixel, animated and fitted into the game. Some of the art (surfaces, effects, UI frames) was drawn without AI or generated procedurally.
Text: Dialogue, descriptions and help texts were written with AI assistance and revised by the developer. The translations from English (German, Spanish, Portuguese, Russian, Chinese) were produced with AI and spot-checked; please report mistakes.
Code: AI assistants were used during programming.
Music and sound are not AI: the music is licensed work by Kevin MacLeod (incompetech.com), the sound effects are synthesized.
No AI runs inside the game. All content is shipped with the game and was reviewed before release; nothing is generated at runtime. | Spellsanity Games | - | Sep 25, 2026 | |
DEEP BLUE CONTACT Store/marketing arttext | Generative AI was used during development for some cabin and promotional artwork, written text, and localization. The marine-life videos are real underwater footage from NOAA Ocean Exploration. No AI content is generated and no external AI services are connected during play. | MIKADO WORKS | - | Sep 25, 2026 | |
Panda Rails: Desktop Journeys Store/marketing art | Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features. | Pandaweave | - | Sep 25, 2026 | |
MISPLACED In-game content text | We use generative AI for localization support. All AI assisted translations are reviewed and edited by human translators before being included in the game. | BlueBlackSnake | - | Sep 25, 2026 | |
There's a Cat in My PC Live AI art | This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons.
Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key. | Dopamine | - | Sep 25, 2026 | |
The Miner's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | - | Sep 25, 2026 | |
The Göktürk: Caravan In-game content arttext | Pre-generated content only. The game contains no live or runtime AI generation and makes no network connection.
Visual art: the pixel art in this game — sprites, backgrounds, key art, banners and icons — was produced with the assistance of generative AI image tools and then edited, composited, recoloured and assembled by hand for use in the game.
Written content and store text: the encounter text and the store description were written with AI assistance and edited by the developer.
Everything shipped was reviewed by a human before it went in. No content is generated while the game is running. | VATEC Games | - | Sep 25, 2026 | |
Ultimate RPS Championship In-game content artcode | Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop. | CLQ Gaming | - | Sep 25, 2026 | |
Goliath Rogue In-game content artaudiotextcode | Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code. | Goliath Studios | - | Sep 25, 2026 | |
4 SCREENS, 1 LIFE In-game content artaudiotextcode | Generative AI tools were used extensively during the development of this game, including assistance with programming and the creation of much of its artwork, music, and localized text. All AI-assisted content was reviewed and edited by the developer before being included. The game does not use generative AI at runtime and does not generate content during gameplay. | mayoaji | - | Sep 25, 2026 | |
Wallpaper Dungeon In-game content art | AI assisted for Portraits. | Xxen | - | Sep 25, 2026 | |
Bonsai Life In-game content art | AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches. | Alexander Johnston | - | Sep 25, 2026 | |
Dead Bet In-game content audioarttext | We used AI to generate initial music tracks, concept art, and temporary translations into some languages.
All materials were then thoroughly edited, reworked, and finalized by humans.
Nothing went straight from the generator into the game. | CraftCoreGames | - | Sep 25, 2026 | |
UNIT 44 Dev only code | AI tools were used during development, including code assistance and design iteration. All creative direction, game design, and final decisions are the work of the developer. The game contains no live/runtime AI-generated content. | Tyler Selwyn | - | Sep 25, 2026 | |
TBL: Taskbar Legends Dev only artcode | We use AI to generate combat simulation tests, placeholder artwork, and agentic workflows for game logic. AI is a tool and not something to replace humans with. A lot of human hours have been put into the game too. | Diminished Studios | - | Sep 25, 2026 | |
NeoPangea In-game content artaudiotext | Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service. | Lawliet | - | Sep 25, 2026 | |
Splitcard In-game content artcode | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets. AI tools were also used as development assistance for programming. No content is generated by AI during gameplay. | OctaGames | - | Sep 25, 2026 | |
Joey's Slimeventure In-game content artcode | The announcement artwork was created with the help of generative AI.
I also use AI coding agents for debugging and development assistance.
A small number of early-access placeholder sprites were created with AI assistance as well, but these are planned to be replaced before the full release. | Joshua Pond | - | Sep 25, 2026 | |
How I Learned to Stop Worrying and Love the Kill Line In-game content art | AI-assisted tools were used to assist with the creation of some in-game image assets and promotional materials. No AI-generated content is created during gameplay. | Seattle Fusion Chef | - | Sep 25, 2026 | |
PROF-MAN In-game content artaudio | PROF-MAN contains pre-generated visual artwork and voice audio created with the assistance of generative AI tools. Visual assets were created and directed by the developer and subsequently edited and refined as part of the game's art production process. The Professor's voice was created using ElevenLabs. No AI-generated content is created during gameplay. | Prof's Arcade | - | Sep 24, 2026 | |
无尽军团 Unclear | 本游戏内容含ai参与创作 | a游戏工作室 | - | Sep 24, 2026 | |
Happy Cats Market In-game content artaudiotext | Generative AI was used during development to create image assets, including characters, environments, items and titles, and to create background music. Selected images were adapted into the game's pixel-art assets. AI and machine translation were also used when preparing localized text. These assets are prepared in advance; the game does not generate images, music or text with AI during play. | Satoshi Onishi | - | Sep 24, 2026 | |
Barbe-Yeux In-game content arttext | Some of the game's content was created with the help of generative AI tools (some of the illustrations and the English translation), then reworked, curated and integrated by the developer. The game does not generate any AI content in real time. | Marian MANGIN | - | Sep 24, 2026 | |
The Last Encore In-game content art | Some of this game's art was created with the help of generative AI tools and then edited by hand. All of it is pre-generated during development: the game generates no content while you play and does not connect to any AI service. | ArenoLabs | - | Sep 24, 2026 | |
SlimeBreak In-game content text | The game is written in English and was translated into 14 other languages with AI assistance. Every translated line is reviewed before release.
Nothing in the game is generated by AI while you play. | KisnLabs | - | Sep 24, 2026 | |
Knights Of The Four Kingdoms In-game content artcode | During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers. | 二十五 | - | Sep 24, 2026 | |
À Deriva In-game content art | Some of this game's pixel art was generated with AI tools (PixelLab) and then edited by hand — the boats, the fauna, the bosses and the hats. The backgrounds come from licensed art packs by human artists, credited in the game's Credits screen. All audio is from human-made sound packs, also credited. No AI runs while you play: everything was generated ahead of time. | Cheeetz | - | Sep 24, 2026 | |
Crown of Light and Time : The Saint's Reunion In-game content audiotext | Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI. | Crown of Light and Time | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
Fortrezo Desaparanta Dev only textart | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
QuackType In-game content text | Some in-app text (character dialogue) and translations were drafted with AI writing assistance and edited by the developer. All graphics are drawn at runtime by hand-written code, and all sounds and music are synthesised by code; no AI image, voice or music models are used, and nothing is AI-generated while you use the app. | Secret X | - | Sep 24, 2026 | |
Retro Mix 8: Arcade Collection In-game content arttext | Some in-game backgrounds and character and item artwork, as well as promotional artwork, were created using generative AI. AI also assisted with text localization. No generative AI is used during gameplay. | Dylan Lee | - | Sep 24, 2026 | |
AVELUNE In-game content artaudio | The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay. | Skyho | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
三國天命 In-game content art | The character portraits and in-game UI graphics in this game were generated with the assistance of AI tools | Guangpop Studio | - | Sep 24, 2026 | |
Rogue Tithe In-game content arttextaudio | Generative AI tools were used in the development of game assets and content. | David Gamble | - | Sep 24, 2026 | |
Dwarf Forge Store/marketing art | No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images. | Astral Drifter Games | - | Sep 24, 2026 | |
Dark Dice Dungeon In-game content artaudiotext | The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service. | Lolo's Game Studio | - | Sep 24, 2026 | |
Mouse Shooter FPS In-game content arttext | Pre-generated content: the weapon and enemy sprites, the store artwork (capsules, library
images and background), and the interface translations into Simplified Chinese, Russian,
Spanish, German and French were created with the help of generative AI tools and then edited,
cropped, recoloured and assembled by hand by the developer.
Everything else was made by the developer: the application code, the gameplay systems, the
sound design, the English and Portuguese texts, and the mod tools.
No generative AI runs at runtime: the app ships only fixed image and audio files. | LuanDucate | - | Sep 24, 2026 | |
Softfall Dev only codeart | We use Claude Code, Fable, for coding procedurally generated assets for this game. | Softfall | - | Sep 24, 2026 | |
Just 9 Lives Dev only art | Just some images for the webpage | Twicsael | - | Sep 24, 2026 | |
侠之小者 In-game content artaudio | Some art assets in this game — including scene backgrounds, character portraits, promotional images, and music — were created with the assistance of generative AI tools during development, and were manually selected, retouched, and integrated by the developer. | Weiming Studio | - | Sep 24, 2026 | |
Wool Overflow In-game content art | Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay. | Icycozy Games | - | Sep 24, 2026 | |
Run Man: Wash the Dish Unclear | all made by AI | SunDay | - | Sep 24, 2026 | |
Ferryman's Obol In-game content codetext | The game used generative AI for coding, and the machine translation of the game into languages other than English. | IOGenisys LLC | - | Sep 24, 2026 |