This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay.
- Creator
- 阵前游戏
- Reviews
- -
- Added
- Sep 24, 2026
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Interactive or runtime AI features disclosed by the developer.
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This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay.
We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work.
Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets.
AI tools were used in the creation of some sounds and graphics.
Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance.
Some art assets are generated by AI and then manually optimized and adjusted.
I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
AI used for productivity assistance and maintenance of the code base.
Some visual assets were initially created with the help of AI tools and manually reworked
The music are using Suno AI to generate I use claude code for vibe coding
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay.
Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms.
Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay.
Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay.
Eldritch Tricks was not dealt by human hands alone: we lean on procedural and AI-assisted tools during development to help draft what you see and hear. Every card that reaches the table is chosen, shaped, and finished by the Iron Tower Press team, and the game you play is ours.
Generative AI was used to create store artwork and in-game art. These assets were created beforehand; no content is generated live during gameplay.
Generative AI tools were used during development to create pre-generated content, including artwork and text for the game and its store materials. Content is prepared in advance. The game does not generate AI content during play or connect to an external AI service during gameplay.
Experimental translation beta branch includes generative large language model assisted translations.
The soundtrack was composed with Suno, and the sound effects and unit/announcer voice lines were generated with ElevenLabs; all were selected, edited and mixed by the developer. The title logo illustration was drafted with an AI image tool and finished by hand. The UI frame art is a licensed commercial kit (not AI). No AI content is generated while the game runs.
Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
Generative AI was used for artwork creation and localization.
Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay.
Generative AI was used to create content including artwork, sound, narrative, and localization.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
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.
Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line. Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx). Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots.
Card Monarchy was made using AI tools. PRE-GENERATED CONTENT - Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision. - Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources. NOTHING IS GENERATED WHILE YOU PLAY The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair.
Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company. I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game. AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published. Industrial Empire Online does not generate AI content live during gameplay.
Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running.
Some visual assets in this game (including monster illustrations and store page / marketing artwork) were created with generative AI image tools and then reviewed and edited by our team. All gameplay, code, text and design are human-made. No AI content is generated at runtime, and the game does not connect to any external AI service.
Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI).
I've used AI to generate some of the game's code and some visual assets.
Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay
Generative AI was used during development to create some visual artwork and background music. The generated content was reviewed by the development team before being included in the game. The game does not generate AI content during gameplay.
本游戏在开发过程中使用了生成式人工智能辅助创作部分游戏内容,包括部分美术资源和视觉素材。生成的内容经过人工筛选、修改和整合,并由开发者进行最终设计与制作。
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
我们使用了AI生成美术资产。剧情无任何AI生成内容。
Some assets is generated with the help of generative AI as well as the translations.
The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play.
Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
阵前·三国 In-game content art | This game uses pre-generated AI-assisted artwork for character portraits, store images, and some illustrations. No AI content is generated during gameplay. | 阵前游戏 | - | Sep 24, 2026 | |
GroundInFlames Dev only art | We use AI tools as part of our development pipeline: some images were generated with AI, and AI-assisted tools support parts of the production process. Everything produced this way is reviewed, edited and integrated by hand - the design, gameplay systems and final content are our own work. | VasyliyBritva | - | Sep 24, 2026 | |
Warlords In-game content artcode | Generative AI tools were used as part of the development process to assist with code and a small portion of the visual assets. | Howlerz Games | - | Sep 24, 2026 | |
迷你文明 In-game content text | Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen. | yyyz26 | - | Sep 24, 2026 | |
Rock Market In-game content artcode | AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets. | SpaceeSapling | - | Sep 24, 2026 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | Sep 24, 2026 | |
Asteroid OnSlaught In-game content artcode | Some environment art is AI-generated (game background and level-select planet images). Gameplay models, UI, store capsules, and trailer footage are original. Code was written with AI assistance. | Crazy Retro Games | - | Sep 24, 2026 | |
方块战场 Block Battlefield In-game content art | Some art assets are generated by AI and then manually optimized and adjusted. | 棱镜工作室 | - | Sep 24, 2026 | |
Doctor Moore's World of Creatures In-game content artaudio | I would use pictures, send them through Nano Banana to enhance and modify (Example: silver eyes for Bees) then have AI turn the creatures into sprites. Game mechanics are all mine but AI would make the Pop up's. (Example: For a $5 bonus correctly spell the territory you captured.) A few sounds are AI generated. | Alan T Moore | - | Sep 24, 2026 | |
Touhou Gensokyo Defense Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | Erosion | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Merge Command In-game content art | Some visual assets were initially created with the help of AI tools and manually reworked | Dudindie | - | Sep 24, 2026 | |
Opentool Tower Defense In-game content audiocode | The music are using Suno AI to generate
I use claude code for vibe coding | Opentool | - | Sep 24, 2026 | |
Crownspat In-game content arttext | Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services. | Gambit Forge | - | Sep 24, 2026 | |
Steam Colony In-game content arttext | During development, generative AI is used to explore visual concepts and create prototype. Also used on Translation. Textures, animations, and 3D models are created manually. The game does not generate AI content during gameplay. | Matielle | - | Sep 24, 2026 | |
Voltwood In-game content artaudiocodetext | Voltwood was developed with AI assistance. Pre-generated AI content that ships in the game and on the store page includes: 3D unit, structure, and environment models generated with Meshy from our own concept art; 2D art generated with ChatGPT from the developer's direction, including store capsule art, the app icon and key art, menu artwork, and achievement icons; music generated with Mureka; sound effects and character voice lines generated with ElevenLabs; game code, UI icons, and interface and store-page translations authored with Anthropic Claude. All AI output was reviewed, curated, and integrated by the developer, and all of it is owned by the developer under the respective services' paid-tier terms. | Well Actually Games LLC | - | Sep 24, 2026 | |
IronFlux In-game content artaudiotext | Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay. | Ghost World Gaming | - | Sep 24, 2026 | |
九边 In-game content arttext | Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay. | 先胜工作室 | - | Sep 24, 2026 | |
Eldritch Tricks In-game content textart | Eldritch Tricks was not dealt by human hands alone: we lean on procedural and AI-assisted tools during development to help draft what you see and hear. Every card that reaches the table is chosen, shaped, and finished by the Iron Tower Press team, and the game you play is ours. | Iron Tower Press | - | Sep 23, 2026 | |
Car Factory Tycoon In-game content art | Generative AI was used to create store artwork and in-game art. These assets were created beforehand; no content is generated live during gameplay. | Jomica | - | Sep 23, 2026 | |
Numeromantia In-game content arttext | Generative AI tools were used during development to create pre-generated content, including artwork and text for the game and its store materials. Content is prepared in advance. The game does not generate AI content during play or connect to an external AI service during gameplay. | BaBa yaGa | - | Sep 23, 2026 | |
Astro Protocol In-game content text | Experimental translation beta branch includes generative large language model assisted translations. | Null Vector Studios | 66 | Sep 23, 2026 | |
Iron Wall Protocol In-game content audioart | The soundtrack was composed with Suno, and the sound effects and unit/announcer voice lines were generated with ElevenLabs; all were selected, edited and mixed by the developer. The title logo illustration was drafted with an AI image tool and finished by hand. The UI frame art is a licensed commercial kit (not AI). No AI content is generated while the game runs. | Ox Dynamics | - | Sep 22, 2026 | |
Polandball: The Sixth Day - Destroy In-game content text | Generative AI tools were used during development to assist with selected text content and localization. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay. | 饼干鱼工作室 | - | Sep 22, 2026 | |
Chesstics In-game content artaudiotext | Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play. | Florian Strasser | - | Sep 22, 2026 | |
Waymark In-game content arttext | Generative AI was used for artwork creation and localization. | Polaris Lore | - | Sep 22, 2026 | |
Spellchainer In-game content art | Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay. | SigmaX | - | Sep 22, 2026 | |
Match & Ruin In-game content artaudiotext | Generative AI was used to create content including artwork, sound, narrative, and localization. | id187 | - | Sep 22, 2026 | |
Midnight Gunwatch art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Midnight Gunwatch Studio | - | Sep 22, 2026 | |
Battleborne Isles art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Battleborne Isles Studio | - | Sep 22, 2026 | |
Taktiko Maxima 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 22, 2026 | |
Kingside Break In-game content art | Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI. | YuJam Games | - | Sep 22, 2026 | |
The Feather King In-game content audioart | This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production. | Pregnant Quokka Games | - | Sep 22, 2026 | |
POCKET MONSTERS AUTOBATTLER In-game content artcode | We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it. | Mokujin | - | Sep 22, 2026 | |
VoxPrinceps: The Political Game In-game content textaudio | This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all. | Magnus et Epicus LLC | - | Sep 22, 2026 | |
Turing Game Live AI text | During matches, AI characters generate text through our official service, which connects to a third-party AI provider. Players do not need to enter an API key or manage a third-party account. The game includes a limited number of Turing Tickets; creating a match normally uses one. Additional Tickets are planned for purchase through Steam in-game purchases, and some may be earned through gameplay. Generative AI was also used to create promotional illustrations and store artwork. These staged images are not gameplay screenshots. | Mobi Studio | - | Sep 22, 2026 | |
Card Monarchy In-game content artaudio | Card Monarchy was made using AI tools.
PRE-GENERATED CONTENT
- Artwork. The card art, character portraits, backgrounds and store images are AI-generated from hand-written prompts, then selected, cropped, composited and corrected by hand against a written art bible. Curation and prompt iteration are entirely at the hands of the producer until the style and output matches the vision.
- Music, voice and sound. Generated with ElevenLabs under a commercial license. Every generation is logged with its ID and date. Many of the sound effects were hand created. Some of the music has been sourced from free for commercial use sources.
NOTHING IS GENERATED WHILE YOU PLAY
The game makes no network calls of any kind and creates no content at runtime. Your opponent is not a machine-learning model. The play engine was generated by AI with extensive prompting and tuning by actual an actual programmer. The developer authored and tuned against millions of simulated battles and test harnesses to make the card battle combat feel challenging and fair. | mAInely AI games | - | Sep 22, 2026 | |
Industrial Empire Online In-game content artcode | Industrial Empire Online began as a personal idea for a game I wanted to play with friends: a competitive business challenge where we could discover who has the strongest entrepreneurial instincts and who can build and manage the most efficient industrial company.
I created the game’s concept, economy, production chains, tender system, progression, balancing, and overall creative direction. As someone without a traditional game development background, I used generative AI tools to help turn this idea into a playable game.
AI-assisted tools were used during programming and prototyping, as well as to create and edit selected pre-generated illustrations of buildings and equipment, Steam capsule artwork, library assets, and other promotional visuals. Every mechanic and visual asset is reviewed, tested, adjusted, and selected by me before it is included in the game or published.
Industrial Empire Online does not generate AI content live during gameplay. | George Games | - | Sep 22, 2026 | |
Tactica Arena Store/marketing art | Generative AI tools were used during development to assist in creating some pre-generated 2D game artwork, promotional artwork, and Steam store and community assets. All AI-assisted outputs were reviewed and edited by the developer. The game does not generate content using AI while it is running. | TEAM MKM | - | Sep 22, 2026 | |
Mobsweeper In-game content art | Some visual assets in this game (including monster illustrations and store page / marketing artwork) were created with generative AI image tools and then reviewed and edited by our team. All gameplay, code, text and design are human-made. No AI content is generated at runtime, and the game does not connect to any external AI service. | Odd Hour Games | - | Sep 22, 2026 | |
Abyssal Evolution In-game content arttextaudio | Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI). | Passive Games | - | Sep 22, 2026 | |
Dawn of Empires In-game content artcode | I've used AI to generate some of the game's code and some visual assets. | Maian Games | - | Sep 22, 2026 | |
Modern Crisis In-game content art | Some visual assets, including certain 3D models, textures, UI icons, and promotional artwork, were created with the assistance of generative AI tools. All generated content was reviewed, selected, and edited by the developer before inclusion in the game. The game does not generate AI content during gameplay | ZAIT TEAM | - | Sep 22, 2026 | |
FACTORIZE: 1 In-game content artaudio | Generative AI was used during development to create some visual artwork and background music. The generated content was reviewed by the development team before being included in the game. The game does not generate AI content during gameplay. | Fermat Freaks co., Ltd | - | Sep 22, 2026 | |
妖灵棋局 In-game content art | 本游戏在开发过程中使用了生成式人工智能辅助创作部分游戏内容,包括部分美术资源和视觉素材。生成的内容经过人工筛选、修改和整合,并由开发者进行最终设计与制作。 | Star | - | Sep 22, 2026 | |
Bressnath In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 21, 2026 | |
水浒:无限江山 In-game content art | 我们使用了AI生成美术资产。剧情无任何AI生成内容。 | 梁山工作室 | - | Sep 21, 2026 | |
MORTISCRIPT: Undead Auto Battler In-game content arttext | Some assets is generated with the help of generative AI as well as the translations. | Paper Falcon Games | - | Sep 21, 2026 | |
Myriad Gambit In-game content arttext | The game includes pre-generated AI-assisted content, including some character and card illustrations, boss videos, and portions of localized text. These assets are produced during development and included with the game. The game does not request new images, text, or voices from generative AI services during play. | 李斯成 | - | Sep 21, 2026 | |
Beyond Realm In-game content artaudiotext | Game illustrations and some sound effects, as well as part of the text and localization, are created using generative AI tools, then manually refined and validated. No content is generated by AI in real time, and the game design is human-made. | Power Spike | - | Sep 21, 2026 |