Translated using generative AI
- Creator
- heheihei
- Reviews
- -
- Added
- Aug 29, 2026
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Translated using generative AI
To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game: Programming & Development Support: AI tools assisted in drafting source code and verifying game logic. Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed. Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering. All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines.
Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI).
Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
music
The images of characters and props in this game were all generated using AI tools; Some of the game's code was directly generated or assisted by AI
I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself. As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens.
Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay.
A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made.
We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs.
In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human.
Generative AI tools were used during development to assist in creating some of the game's visual art assets, primarily including certain card illustrations and related image assets. AI-generated content is used only during the development process and is not generated live while the game is running. All AI-assisted assets included in the final game are manually reviewed, selected, adjusted, and approved by the developer before being added to the game.
AI was used to generate some texts and to translate to other languages.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
The music in this game was created using generative AI Some of the text on this store page was written with AI assistance. Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
AI translated languages
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to assist with the creation of some content.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services.
Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build.
Generative magic was used in the creation of the quest.
This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop). Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them. Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
Autoregressive Gen Assist & Debugging
Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime.
Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Visual assets were created using a combination of generative AI tools and manual editing/art direction. No generative AI is used during gameplay.
This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
Some static background images and card textures.
During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay.
One man team with no budget who used Codex to add code, and some AI Upscaling etc.
Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
We've harnessed the power of Generative AI technology to create several of our game's theme background artworks
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance.
Character/background art: ChatGPT (image generation) Music: SOUNDRAW (AI music generation) Translations other than Japanese (10 languages): Machine-translated via ChatGPT No AI runs at runtime — everything is pre-generated and bundled
AI is used only as a supportive tool to upscale and refine specific background and environment art derived from our own 3D assets.
We use generative AI in two limited ways. Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it. Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience. Everything else (code, design, and all other artwork) is made by human hands.
Generative KI wurde verwendet zur Erstellung erster Bilder entwürfe und zum ausarbeiten von Konzepten.
Store page and marketing artwork (capsule images, library assets) were created with the assistance of generative AI image tools. Some in-game art assets were also produced with AI assistance. All generated content was reviewed, edited, and finalized by the developer.
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Get Stronger! Auto‑Chess Unclear text | Translated using generative AI | heheihei | - | Aug 29, 2026 | |
ANIMITE Echoes of the Chasm In-game content artaudiocode | To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game:
Programming & Development Support: AI tools assisted in drafting source code and verifying game logic.
Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed.
Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering.
All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines. | Motaro | - | Aug 29, 2026 | |
Just Dots In-game content textcode | Store page texts and localization drafts were prepared with the help of AI tools, and parts of the game's source code were written with AI coding assistants — all of it reviewed, edited and tested by the developer. All art, game design and audio are human-made. The in-game opponent is a custom neural network trained by the developer through self-play (a chess-engine-style game AI, not generative AI). | Little Cow | - | Aug 29, 2026 | |
SCOP In-game content art | Some pre-generated visual assets in SCOP were created with the assistance of generative AI tools. These assets were reviewed, selected and edited before being integrated into the final game. SCOP does not generate AI content during gameplay. | LudoDema | - | Aug 29, 2026 | |
Save the princess : Cards & Chaos In-game content text | Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience. | BlackCrow | - | Aug 29, 2026 | |
Me VS Demonking?Seriously? Unclear | music | 异世界卡车 | - | Aug 29, 2026 | |
By My Command In-game content artcode | The images of characters and props in this game were all generated using AI tools;
Some of the game's code was directly generated or assisted by AI | bluem | - | Aug 29, 2026 | |
KAARTEL In-game content art | I’m a solo developer. At this stage, generative AI is used only for some character artwork shown in the game’s trailer and promotional material. These assets are temporary and are not used in the game itself.
As a one-person studio, I’m using temporary AI-generated artwork to gauge interest in the game before committing significant time or money to producing the final character art. I plan to replace this artwork with original/non-AI assets before release and will update this disclosure when that happens. | Jion Interactive | - | Aug 29, 2026 | |
Nine Crowns In-game content art | Nine Crowns uses generative AI as part of its art development process. AI-assisted tools are used to create and refine some character art, environments, sprites, and promotional artwork. These assets are selected, directed, edited, and reviewed by the development team before being included in the game. No AI content is generated during gameplay. | Red Tower Studios | - | Aug 29, 2026 | |
Ask Sergeant Major In-game content artaudiotext | A lot of the artwork here was created with AI and only detailed and fixed by human hands. The voice acting, music, and soundtrack as well. The code and writing are all human-made. | Low Light Games | - | Aug 29, 2026 | |
Tile Crawl In-game content artaudio | We employ generative AI technologies during the creation of some illustrations and music. All elements that make up the core and essence of the game are still done by us - the devs. | UNSUNG | - | Aug 29, 2026 | |
D.A.M.N! In-game content arttext | In early development, the game included some AI-generated graphical elements while I waited for a professional artist's work. I am now gradually integrating that work, but the process is not yet finished. AI also generated the game's English, German, and French localizations from the original Ukrainian text, and later proofread by a human. | The DAMN Board Games | - | Aug 29, 2026 | |
妈妈,我真的在学外语 In-game content art | Generative AI tools were used during development to assist in creating some of the game's visual art assets, primarily including certain card illustrations and related image assets. AI-generated content is used only during the development process and is not generated live while the game is running. All AI-assisted assets included in the final game are manually reviewed, selected, adjusted, and approved by the developer before being added to the game. | MiracleHeart Studio | - | Aug 29, 2026 | |
Fault Lines In-game content text | AI was used to generate some texts and to translate to other languages. | Andreas Müller | - | Aug 29, 2026 | |
Tumble Tavern Store/marketing art | Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live. | Guildhelm Studios Ltd | - | Aug 28, 2026 | |
Refund Me TD In-game content audiotext | The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time. | LoneDragonDev | - | Aug 28, 2026 | |
SAAM Tactics In-game content text | AI translated languages | wantagamemakeagame | - | Aug 28, 2026 | |
Codename: Operation Go In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay. | Iteration Unit | - | Aug 28, 2026 | |
Chess: Apex Unclear | Generative AI tools were used during development to assist with the creation of some content. | Netherlate Games | - | Aug 28, 2026 | |
Paceweaver In-game content art | This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards. | Goblin Games | - | Aug 28, 2026 | |
Meridian Strike In-game content artaudio | Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services. | Fredrik Carleson | - | Aug 28, 2026 | |
Randventure In-game content arttext | Generative AI is used in a supplementary capacity, at two points. First, as a drafting step for some of the game's 2D illustrations: every such asset is then rebuilt through our own production pipeline — reduced to a strict 1-bit black-and-white format, curated, and animated frame by frame with in-house tools — so that it matches our art direction. Second, the game is written in French, and its translations into the eight other supported languages are AI-assisted. No generative AI runs in the game itself: all content ships fixed with the build. | Epreyn | - | Aug 28, 2026 | |
HalfHourRPG In-game content text | Generative magic was used in the creation of the quest. | Dea Machina | - | Aug 28, 2026 | |
Dungeons & Dynasties In-game content codetext | This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization. | Bretticus82 | - | Aug 28, 2026 | |
Wager of Banners In-game content art | Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service. | Curds & Crowns | - | Aug 28, 2026 | |
Steel Company In-game content art | Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible. | Gyr Software | - | Aug 28, 2026 | |
Card Slay In-game content arttext | Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay. | Vibe Apps LLC | - | Aug 28, 2026 | |
MyHiStory In-game content artaudio | Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running. | BurnRiver | - | Aug 28, 2026 | |
Anthemborne In-game content art | AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo. | CosmicIonicGames | - | Aug 28, 2026 | |
Grave Profits Dev only code | Autoregressive Gen Assist & Debugging | Cryo Chrome | - | Aug 28, 2026 | |
Phantom Cardia: Astral Card Duel In-game content art | Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime. | NexaForgeon | - | Aug 26, 2026 | |
NO KING IN HELL Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
SumMon In-game content art | Visual assets were created using a combination of generative AI tools and manual editing/art direction.
No generative AI is used during gameplay. | UnphysicalMachinery | - | Aug 26, 2026 | |
Drawing Dead In-game content artcode | This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime. | TuttiTeam | - | Aug 26, 2026 | |
RiftBlade: WarCards Unclear art | Some static background images and card textures. | CyanInk | - | Aug 26, 2026 | |
王之将死/Checkmate In-game content art | During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay. | 白砚_Vesper | - | Aug 26, 2026 | |
Lineup, Dark Lord! : Auto Battler Store/marketing art | Generative AI tools were used during development to assist in creating some pre-generated promotional artwork and 2D art assets. No AI-generated content is created during gameplay. | SecondQuest | - | Aug 26, 2026 | |
Matchy Star Dev only code | One man team with no budget who used Codex to add code, and some AI Upscaling etc. | Silverware Games, Inc. | - | Aug 25, 2026 | |
Fortuna's Ledger In-game content artaudio | Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand. | Meridian Studios | - | Aug 25, 2026 | |
Doomsayer In-game content artaudio | Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service. | Meridian Studios | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Magic Chess In-game content art | We've harnessed the power of Generative AI technology to create several of our game's theme background artworks | DreamBridge | - | Aug 25, 2026 | |
Card Revolution Soccer In-game content artaudio | Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game. | LetsPlaymaker Productions | - | Aug 25, 2026 | |
TOWERTOWER In-game content artaudiotext | Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance. | 反省文工房 | - | Aug 25, 2026 | |
CATAL CARTA In-game content artaudiotext | Character/background art: ChatGPT (image generation)
Music: SOUNDRAW (AI music generation)
Translations other than Japanese (10 languages): Machine-translated via ChatGPT
No AI runs at runtime — everything is pre-generated and bundled | OLC Salon Lab | - | Aug 25, 2026 | |
Rad New World In-game content art | AI is used only as a supportive tool to upscale and refine specific background and environment art derived from our own 3D assets. | frontline: Games Series | - | Aug 25, 2026 | |
Not Ready for Service In-game content textart | We use generative AI in two limited ways.
Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it.
Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience.
Everything else (code, design, and all other artwork) is made by human hands. | Apth Games Studio | - | 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 | |
SPSPSP In-game content art | Store page and marketing artwork (capsule images, library assets)
were created with the assistance of generative AI image tools.
Some in-game art assets were also produced with AI assistance.
All generated content was reviewed, edited, and finalized by
the developer. | GamingOry | - | Aug 25, 2026 | |
Puck Rivals: 3on3 Hockey Dev only arttextcode | Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included. | Coastal Summit Studios | - | Aug 25, 2026 |