Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game.
- Creator
- NC
- Reviews
- -
- Added
- Aug 25, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Our team uses AI tools to help develop some in-game content
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
The background images featured in the game were created using AI. Some of the images used in the in-game UI were generated using AI. The in-game background music (BGM) was created using AI.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Character portrait artwork in the optional modern art mode was created using generative AI tools (ChatGPT) during development. All gameplay code, world design, systems, and the retro art mode are hand-made.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
Since all the content of the code was completed by the producer alone, it was inevitable to use AI for bug maintenance.
Software uses generative AI
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
UI Elements, sounds.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Game Design
Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data.
Generative AI was used during game development to assist with programming and to create some pre-generated promotional artwork. All AI-assisted outputs were reviewed and edited by the developer before release.
ChatGpt was used for promo art.
AI tools were used as part of the game's visual production and post-production workflow. The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality. In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene. AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game.
Game loading background uses some AI elements.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
Generative AI was used during the development of this game to assist with programming and English localization. Generative AI was not used to create in-game assets such as images, music, or sound effects.
AI was used for translations.
This game was developed with help from an AI assistant under human direction and review. No content is AI-generated while the game is running.
game logo and covers made with ai software tools
Generative Artificial Intelligence used in software development.
Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay.
AI tools were used to assist with translation and text polishing (localization) in this game.
Some of the content in this game was created with generative AI tools. · The five background music tracks were generated with an AI music tool, then edited and looped to fit the game. · 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and went through background removal, resizing and color correction before shipping. · Interface translations — the source language is Korean; the other languages were machine-translated with AI and only some have had a human pass. If you spot an awkward line, tell us and we will fix it. Sound effects are not AI-generated. They are synthesized in real time by the game's code. No AI runs while you play. Every piece of content ships as a fixed file — the game does not generate anything during play and does not contact any AI service.
This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets.
Terran Dawn is a solo-developed game, and generative AI tools were used during its production. Everything AI-assisted is created ahead of time and shipped as fixed files inside the build: the game generates nothing while you play, contacts no AI service at runtime, and sends no player data anywhere. Where these tools were used: - 3D assets: ship, station and building meshes were produced with AI text-to-3D generation, then rescaled, re-oriented, re-textured and hand-corrected to fit the engine. - 2D art and textures: interface illustrations, encyclopedia art and some surface textures were generated from hand-written prompts and edited afterwards. - Sound effects: a portion of the weapon, interface and explosion sounds were generated with AI audio tools, then trimmed and mixed by hand. - Music: the soundtrack was created with AI music generation. - Voice-over: mission briefings and in-mission radio lines are AI text-to-speech, performed from scripts written by the developer. - Video transmissions: the in-game character broadcasts use a licensed synthetic presenter and synthetic voice to deliver dialogue written by the developer. - Translation: the game's text was translated into its supported languages with the help of an AI language model. - Some of the game's source code was written with AI coding assistants. The game's design, story, missions, rules and balance are written by the developer. No generative AI runs while the game is playing.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions
Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI.
Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
Generative AI tools were used to assist in creating certain pre-rendered 2D assets, including achievement icons. These assets are static, were manually reviewed and edited before inclusion, and do not involve any live generation during gameplay. The game does not send player information to generative AI services.
Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Generative AI tools were used during the creation of some soundtracks for the game. All AI-generated audio assets have been carefully selected, reviewed, and edited to align with the game's atmosphere and aesthetic.
The game does not generate AI content during play. Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction.
The game uses a mix of original, handmade assets and a few pre-generated AI components: - Voice & Narration: The narration for text lines has been generated using AI voice generation tools. - Music: The background music tracks contain AI-generated music. - Marketing & Branding: Out-of-game visual assets (such as the storefront graphics, library capsules, desktop icon, and startup splash art) contain AI-generated elements. All core code, gameplay mechanics, level design, in-game visual assets and the original story were created entirely from scratch without AI assistance.
Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI.
In Glow Tail, we utilized AI generated content for certain elements, such as capsule images, library assets, and the game icon.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Like or Die In-game content art | Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game. | NC | - | Aug 25, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
PUBG: DED.NET Unclear | Our team uses AI tools to help develop some in-game content | PUBG Madison | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Conehead : Earth Zero Dev only code | AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer. | Hakan Akdağ | - | Aug 25, 2026 | |
Blackbeam In-game content art | Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Elmiva Games | - | Aug 25, 2026 | |
Shoot the Shit Dev only art | Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten. | Drone Defence Video Games UG | - | Aug 25, 2026 | |
TIMEKOV Store/marketing text | Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication. | GIYEON | - | Aug 25, 2026 | |
聖嶺鳳学園物語 In-game content artaudio | The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI. | IsezakiGameWorks | - | Aug 25, 2026 | |
RiftQuake In-game content artaudio | We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026) | From Zero, LLC | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Route Survivors: 1999 Store/marketing art | Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay. | Black Tortoise Studio | - | Aug 25, 2026 | |
Midwinter Fan Remaster In-game content art | Character portrait artwork in the optional modern art mode was created using generative AI tools (ChatGPT) during development. All gameplay code, world design, systems, and the retro art mode are hand-made. | Titanium Helix Games | - | Aug 25, 2026 | |
Cyberppangk In-game content artaudio | Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay. | Eturnalove | - | Aug 24, 2026 | |
Parasomnia Dev only code | Since all the content of the code was completed by the producer alone, it was inevitable to use AI for bug maintenance. | Yishun Qin | - | Aug 24, 2026 | |
Ashmoor Unclear | Software uses generative AI | Tencubed Games | - | Aug 24, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
The Last Stash In-game content codetextart | Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime. | Kaldforge Studio | - | Aug 24, 2026 | |
STILLTRACE Dev only | Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used. | AdroVGames | - | Aug 24, 2026 | |
Lord of the Tiles Unclear artaudio | UI Elements, sounds. | Funzen Foundation | - | Aug 24, 2026 | |
Crystal Keeper In-game content artaudio | Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Aug 24, 2026 | |
Last Haven: Idle Survival Unclear | Game Design | WishHaveFun OPC | - | Aug 23, 2026 | |
万象回廊:元素 In-game content art | Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data. | 黄涛 | - | Aug 23, 2026 | |
读博模拟器 Store/marketing codeart | Generative AI was used during game development to assist with programming and to create some pre-generated promotional artwork. All AI-assisted outputs were reviewed and edited by the developer before release. | Jia Games | - | Aug 23, 2026 | |
ZIC - Zombies in City Store/marketing art | ChatGpt was used for promo art. | Megame LLC | 176 | Aug 23, 2026 | |
The Dark Inside Me - Chapter III Dev only art | AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer. | Akçay Karaazmak | - | Aug 23, 2026 | |
にゃんこサバイバー In-game content artaudiotext | Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game. | Nyanko Studio | - | Aug 23, 2026 | |
Keyboard Souls In-game content art | Game loading background uses some AI elements. | Flute Games | 13 | Aug 23, 2026 | |
Deckalypse In-game content art | A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built. | Jazzoid Studios | - | Aug 23, 2026 | |
Colony on the Run In-game content codetext | Generative AI was used during the development of this game to assist with programming and English localization. Generative AI was not used to create in-game assets such as images, music, or sound effects. | TBCATGAMES | - | Aug 23, 2026 | |
Polylithic In-game content text | AI was used for translations. | polyperfect | 152 | Aug 22, 2026 | |
BORE Dev only | This game was developed with help from an AI assistant under human direction and review. No content is AI-generated while the game is running. | BavelGG | - | Aug 22, 2026 | |
Worm In Village Store/marketing art | game logo and covers made with ai software tools | Valkeala Software | - | Aug 22, 2026 | |
Nine Islands Dev only | Generative Artificial Intelligence used in software development. | Tencubed Games | - | Aug 22, 2026 | |
Tofush Store/marketing text | Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay. | StudiousDeer | - | Aug 22, 2026 | |
ANT SIMULATOR: stock market game In-game content text | AI tools were used to assist with translation and text polishing (localization) in this game. | Cocomodo25 | - | Aug 22, 2026 | |
Button Down In-game content audioarttext | Some of the content in this game was created with generative AI tools.
· The five background music tracks were generated with an AI music tool, then edited
and looped to fit the game.
· 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and
went through background removal, resizing and color correction before shipping.
· Interface translations — the source language is Korean; the other languages were
machine-translated with AI and only some have had a human pass. If you spot an
awkward line, tell us and we will fix it.
Sound effects are not AI-generated. They are synthesized in real time by the game's code.
No AI runs while you play. Every piece of content ships as a fixed file — the game does
not generate anything during play and does not contact any AI service. | HAGOPA Studio | - | Aug 22, 2026 | |
How to Turn Zombie In-game content textart | This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets. | EverTier Games | - | Aug 22, 2026 | |
Terran Dawn In-game content artaudiotextcode | Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing. | Dengel Kálmán | - | Aug 22, 2026 | |
BULBIT | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions | Hoon Arcade | - | Aug 22, 2026 | |
Outerstellar Aura In-game content art | Generative AI was used to create a small number of 3D models and art assets. All game code, design, and gameplay systems were created without the use of Generative AI. | Strange Horizons | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
Esperitz Quest In-game content art | Generative AI tools were used to assist in creating certain pre-rendered 2D assets, including achievement icons. These assets are static, were manually reviewed and edited before inclusion, and do not involve any live generation during gameplay. The game does not send player information to generative AI services. | LoboCor Systems | - | Aug 22, 2026 | |
Bancet In-game content artaudio | Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game. | Arcerus | - | Aug 22, 2026 | |
NUGU?NUGU!: A HIDE AND SEEK BATTLE ROYALE In-game content audio | Generative AI tools were used during the creation of some soundtracks for the game. All AI-generated audio assets have been carefully selected, reviewed, and edited to align with the game's atmosphere and aesthetic. | TEAM HOJI | - | Aug 22, 2026 | |
Skyscraper Security: Zombie Rain In-game content art | The game does not generate AI content during play.
Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction. | Havanna Directive | - | Aug 22, 2026 | |
Fluttering In-game content audiotextart | The game uses a mix of original, handmade assets and a few pre-generated AI components:
- Voice & Narration: The narration for text lines has been generated using AI voice generation tools.
- Music: The background music tracks contain AI-generated music.
- Marketing & Branding: Out-of-game visual assets (such as the storefront graphics, library capsules, desktop icon, and startup splash art) contain AI-generated elements.
All core code, gameplay mechanics, level design, in-game visual assets and the original story were created entirely from scratch without AI assistance. | LL | - | Aug 21, 2026 | |
Blackpaw In-game content audio | Some sound effects in this game were created with the help of generative AI tools, and edited by hand afterwards. All other assets — art, models, animation and design — were made or licensed by the developer without generative AI. | Diogo Gonçalves | - | Aug 20, 2026 | |
Glow Tail In-game content art | In Glow Tail, we utilized AI generated content for certain elements, such as capsule images, library assets, and the game icon. | KaashFusionStudio | - | Aug 20, 2026 | |
Bubblecore: Survivors In-game content artaudio | Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing. | King Suslik Games | - | Aug 20, 2026 |