Generative AI was used for selected visual assets during development. All AI-assisted content was reviewed by the developer. No AI content is generated during gameplay.
- Creator
- William Wilson
- Reviews
- -
- Added
- Aug 23, 2026
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Generative AI was used for selected visual assets during development. All AI-assisted content was reviewed by the developer. No AI content is generated during gameplay.
Load Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play.
Primarily used for coding
AI processing used for some props and characters
Generative AI was used as a development aid: to assist with programming and UI implementation, to create the initial concept art for the characters, and to produce the background music. All generated images were then retouched and revised by the developer. No content is generated by AI in real time while the game is running.
Some visual assets in this game were generated using AI.
This game uses generative AI tools during development. AI-assisted tools are used to help create or refine some artwork, including fictional team logos, mascots, character portraits, background illustrations, and marketing images. AI-assisted tools are also used to help create or refine some sound and music-related materials, such as fictional team cheering themes and audio concepts. AI is used to assist with fictional game data creation, including team concepts, player data, regional flavor text, news text, event ideas, and other in-game text content. AI-assisted coding tools are used during development to help write, review, debug, and improve parts of the game code. All content is reviewed and edited by the developer before being included in the game. The game does not use live generative AI during gameplay.
I used AI as an aid for a few things: parts of the writing, the translations into French, Spanish and Italian, and some of the more complex store artwork. Everything that came out of it was reworked by hand before it went in. It isn't something I'm a fan of, but as a solo developer without a studio behind me, some things are simply out of reach otherwise.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay.
During game development, we used AI tools to assist with the creation of some visual art assets and to support programming work.
This game uses AI generation tools in the creation of some graphical assets, background music, and code.
AI was used during development to assist with the creation of certain visual elements. All AI-assisted content is reviewed, edited, and approved by the developer before being integrated into the game.
The game's menu interface and Steam store page assets (capsule images and other promotional artwork) were designed with the assistance of an AI-based design tool. All other art, environments, characters, and audio in the game were created without the use of generative AI.
ChatGpt was used for promo art.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
This game uses AI generation tools at several stages of development. - Artwork: the card illustrations and key art use images produced with AI image-generation tools. The developer selected, cropped, and adjusted the outputs — and discarded the ones that did not fit — before integrating them into the game. - Text: card flavor text and story prose were drafted with AI assistance, then edited and finalized by the developer. The world setting and narrative structure were decided by the developer. - Localization: the English text was translated with AI assistance and reviewed by the developer. No content is generated by AI while the game is running. Everything is pre-generated during development.
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.
In some screenshots on the store page, I used AI in order to show more clear image. In the gameplay, the artificial intelligence is not used.
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
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.
During development, a small number of texture assets were generated with AI assistance and have been manually modified for use as visual placeholders.
Some assets have been generated using AI
As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity. Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game.
UI, music, and game backgrounds were generated with AI
A large portion of visual art assets in this game are produced with generative AI tools during the development phase, including all in-game character portraits & character sprites, UI panels, functional icons, decorative interface elements, scene backgrounds, environment illustrations and promotional store page artwork. All AI-generated draft materials have been comprehensively manually revised, redrawn, style unified, technically trimmed and fully copyright compliance verified by our internal professional art team before being packaged into the final released build. There is NO real-time, runtime AI content generation function activated while players are running the game. All AI-assisted content is fixed pre-rendered static assets only.
Generative AI was used to assist with parts of this game's localization.
Game loading background uses some AI elements.
Some assets in this game were generated with the assistance of AI, then manually edited, optimized, and reviewed by our team.
Some in-game background artwork was created using generative AI as source material, then manually edited, processed, and optimized by the developer. Some music was arranged using generative AI services based on original compositions previously written by the developer, then manually edited and remastered. Generative AI was also used to assist with translation and editing of some store-page text and English localization, with the final content reviewed and edited by the developer. The game does not generate any AI content at runtime.
Fully procedural art & audio.
Generative AI has been used to create some elements of the user interface, sprites, and art.
Localization of simplified chinese and spanish were generated by ai. No artwork or sound were made by ai to my knowledge.
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 tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build. Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu. This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay.
This game uses generative AI in two ways. Live-generated: The streamer character "Sia" reacts to the messages you type in real time. Her lines are generated during play by a large language model through an external AI service, so they are not pre-written. If the service is unavailable, the game falls back to pre-written lines and remains fully playable. Pre-rendered: Some in-game artwork (item icons, character and creature sprites, textures) and some sound effects were produced with AI generation tools and then edited by the developer before shipping.
Generative AI was used during the development of this game to assist with some content creation (such as certain assets, code, and music/sound effects).
"Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team."
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.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process. These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product. Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team. Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome) Animations, music, game design, and all other elements of creativity are the work of a human exclusively. Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model. No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
AI was used for translations.
This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI.
I am poor so I used AI for certain voice lines and scarce images, however the main character is voiced by a real person (yours truly)
As a solo indie developer, I'm a programmer rather than a designer, so AI was used to assist with layout creation while I focused on building the core of the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Long Watch In-game content art | Generative AI was used for selected visual assets during development. All AI-assisted content was reviewed by the developer. No AI content is generated during gameplay. | William Wilson | - | Aug 23, 2026 | |
Load Factor Dev only code | Load Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play. | FlyWithTom | - | Aug 23, 2026 | |
Brick Brook Dev only code | Primarily used for coding | Matti Kemppainen | - | Aug 23, 2026 | |
Tiny Archer In-game content art | AI processing used for some props and characters | 西云游戏 | - | Aug 23, 2026 | |
ムシバ放置株式会社 In-game content artaudiocode | Generative AI was used as a development aid: to assist with programming and UI
implementation, to create the initial concept art for the characters, and to
produce the background music. All generated images were then retouched and
revised by the developer. No content is generated by AI in real time while the
game is running. | donpema | - | Aug 23, 2026 | |
Neural Goblins In-game content art | Some visual assets in this game were generated using AI. | Grey Chan's Lab | - | Aug 23, 2026 | |
47都道府県にプロ野球チームが存在する世界線で日本一の球団をめざそう! In-game content artaudiotextcode | This game uses generative AI tools during development.
AI-assisted tools are used to help create or refine some artwork, including fictional team logos, mascots, character portraits, background illustrations, and marketing images.
AI-assisted tools are also used to help create or refine some sound and music-related materials, such as fictional team cheering themes and audio concepts.
AI is used to assist with fictional game data creation, including team concepts, player data, regional flavor text, news text, event ideas, and other in-game text content.
AI-assisted coding tools are used during development to help write, review, debug, and improve parts of the game code.
All content is reviewed and edited by the developer before being included in the game. The game does not use live generative AI during gameplay. | Sports Management Kraft Games | - | Aug 23, 2026 | |
BRAINFREEZE In-game content textart | I used AI as an aid for a few things: parts of the writing, the translations into
French, Spanish and Italian, and some of the more complex store artwork. Everything
that came out of it was reworked by hand before it went in. It isn't something I'm a
fan of, but as a solo developer without a studio behind me, some things are simply out
of reach otherwise. | Flixo Games | - | Aug 23, 2026 | |
Corgi Corgi Cor! In-game content art | Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay. | Crazish Games | - | Aug 23, 2026 | |
The Solyani's Code In-game content artaudio | I have used generative AI tools to assist in the creation of the character Elara's artwork for the capsule and for the in-game voiceover. All other aspects of the game are entirely handmade. No generative AI is used during gameplay. | ANGames | - | Aug 23, 2026 | |
都市青年模拟器 In-game content artcode | During game development, we used AI tools to assist with the creation of some visual art assets and to support programming work. | HF GAME | 12 | Aug 23, 2026 | |
Incremental Pachinko Heaven In-game content artaudiocode | This game uses AI generation tools in the creation of some graphical assets, background music, and code. | Meitei Tachikawa | - | Aug 23, 2026 | |
Moon Shop Simulator In-game content art | AI was used during development to assist with the creation of certain visual elements.
All AI-assisted content is reviewed, edited, and approved by the developer before being integrated into the game. | Hakkah Studio | - | Aug 23, 2026 | |
Rust & Reveal: Restoration Simulator Store/marketing art | The game's menu interface and Steam store page assets (capsule images and other promotional artwork) were designed with the assistance of an AI-based design tool. All other art, environments, characters, and audio in the game were created without the use of generative AI. | NovaFell | - | Aug 23, 2026 | |
ZIC - Zombies in City Store/marketing art | ChatGpt was used for promo art. | Megame LLC | 176 | Aug 23, 2026 | |
Pawville In-game content textart | We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game. | YEY Games | - | Aug 23, 2026 | |
Highscore Dev only codetext | The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services. | M'HiR interactive | - | Aug 23, 2026 | |
Archronica In-game content arttext | This game uses AI generation tools at several stages of development.
- Artwork: the card illustrations and key art use images produced with AI image-generation tools.
The developer selected, cropped, and adjusted the outputs — and discarded the ones that did not
fit — before integrating them into the game.
- Text: card flavor text and story prose were drafted with AI assistance, then edited and finalized
by the developer. The world setting and narrative structure were decided by the developer.
- Localization: the English text was translated with AI assistance and reviewed by the developer.
No content is generated by AI while the game is running. Everything is pre-generated during development. | Chronowa Games | - | 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 | |
Bigger Brain Store/marketing art | In some screenshots on the store page, I used AI in order to show more clear image.
In the gameplay, the artificial intelligence is not used. | Dream of guinea pigs | - | Aug 23, 2026 | |
Poggers 2 In-game content art | Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface). | ZaxtorGameS | - | 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 | |
T-Shirt Kingdom In-game content art | During development, a small number of texture assets were generated with AI assistance and have been manually modified for use as visual placeholders. | Paralens Vision | - | Aug 23, 2026 | |
Chaos Chess Unclear | Some assets have been generated using AI | Dark Keep Studios | - | Aug 23, 2026 | |
The Winery - Winemaking Simulator In-game content artaudio | As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity.
Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game. | Quasar Studio | - | Aug 23, 2026 | |
和中草药娘的日常 In-game content artaudio | UI, music, and game backgrounds were generated with AI | YinYuanyuan | - | Aug 23, 2026 | |
万剑之残破修仙界 In-game content art | A large portion of visual art assets in this game are produced with generative AI tools during the development phase, including all in-game character portraits & character sprites, UI panels, functional icons, decorative interface elements, scene backgrounds, environment illustrations and promotional store page artwork.
All AI-generated draft materials have been comprehensively manually revised, redrawn, style unified, technically trimmed and fully copyright compliance verified by our internal professional art team before being packaged into the final released build.
There is NO real-time, runtime AI content generation function activated while players are running the game. All AI-assisted content is fixed pre-rendered static assets only. | 如意真仙 | - | Aug 23, 2026 | |
Quote Typer In-game content text | Generative AI was used to assist with parts of this game's localization. | Novare Orbis | - | Aug 23, 2026 | |
Keyboard Souls In-game content art | Game loading background uses some AI elements. | Flute Games | 13 | Aug 23, 2026 | |
阴间:血月 In-game content art | Some assets in this game were generated with the assistance of AI, then manually edited, optimized, and reviewed by our team. | 巴比波波工作室(BaBiBoBo Studio) | - | Aug 23, 2026 | |
Bonbaran! In-game content artaudiotext | Some in-game background artwork was created using generative AI as source material, then manually edited, processed, and optimized by the developer.
Some music was arranged using generative AI services based on original compositions previously written by the developer, then manually edited and remastered.
Generative AI was also used to assist with translation and editing of some store-page text and English localization, with the final content reviewed and edited by the developer.
The game does not generate any AI content at runtime. | StudioPresys | - | Aug 23, 2026 | |
四驱车:冠军之路 Unclear artaudio | Fully procedural art & audio. | Night Garage Games | - | Aug 23, 2026 | |
SUPERCHESS In-game content art | Generative AI has been used to create some elements of the user interface, sprites, and art. | Peach Forge Ltd | - | Aug 23, 2026 | |
Quiet Hour In-game content text | Localization of simplified chinese and spanish were generated by ai. No artwork or sound were made by ai to my knowledge. | FAB | - | 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 | |
Weed Shop 4: Highland In-game content artaudio | Generative AI tools were used during development to create initial concepts for background music tracks and 2D loading screen artwork. These concepts were heavily reworked, re-edited, and finalized by human artists before being integrated as static files into the game build.
Players who prefer a completely traditional experience can completely disable all AI-assisted art and music via a toggle in the game's settings menu.
This game does not use any real-time or live generative AI. No content is generated dynamically during gameplay. | Weed Games | 196 | Aug 23, 2026 | |
Chat, Should We Head Over There? Live AI textartaudio | This game uses generative AI in two ways.
Live-generated: The streamer character "Sia" reacts to the messages you type in real time. Her lines are generated during play by a large language model through an external AI service, so they are not pre-written. If the service is unavailable, the game falls back to pre-written lines and remains fully playable.
Pre-rendered: Some in-game artwork (item icons, character and creature sprites, textures) and some sound effects were produced with AI generation tools and then edited by the developer before shipping. | akarolls | - | Aug 23, 2026 | |
BEADS In-game content artcodeaudio | Generative AI was used during the development of this game to assist with some content creation (such as certain assets, code, and music/sound effects). | Funfold | - | Aug 23, 2026 | |
元素奇兵:英雄集结令 In-game content art | "Generative AI tools were used during development to assist in creating a portion of the art, background assets, and UI icons. All AI-generated content was reviewed and manually refined by our team." | DeepDream Studio | 62 | 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 | |
AMEN: MAYHEM In-game content artaudiotext | The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay. | Nutty Brain Games | - | Aug 23, 2026 | |
Shrine Train In-game content arttextaudio | AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay. | ShrINe | - | Aug 23, 2026 | |
Valdivia AllStars In-game content art | During the development of Valdivia AllStars, we used generative artificial intelligence tools to assist with specific parts of the content creation process.
These tools were primarily used to assist in the creation and exploration of certain visual assets, including concept art, visual references, textures, and some graphical elements used during the development of the game. Content created with the assistance of these tools was subsequently selected, modified, adapted, and reviewed by our team before being incorporated into the final product.
Generative AI was used as a supporting tool for our developers and artists, rather than as an autonomous system for creating the game. Character and environment design, gameplay mechanics, programming, 3D modeling, animation, content integration, and the overall artistic direction of the game were created and supervised by our development team.
Valdivia AllStars does not use generative AI to dynamically create content during gameplay, nor does it require players to submit content to be processed by generative AI systems. | Krow Games | - | Aug 22, 2026 | |
Galactiball In-game content artcodeaudiotext | AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so. | Badgerworks Studios | - | Aug 22, 2026 | |
Tasty Chef In-game content artaudio | Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Xpercent Games | - | Aug 22, 2026 | |
Polylithic In-game content text | AI was used for translations. | polyperfect | 152 | Aug 22, 2026 | |
GRIDLOCK GAMBIT In-game content audioarttext | This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer. | Yossy | - | Aug 22, 2026 | |
PhDing in the UK In-game content arttext | This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI. | Mouse Mouse | - | Aug 22, 2026 | |
WEAPONS FREE In-game content audioart | I am poor so I used AI for certain voice lines and scarce images, however the main character is voiced by a real person (yours truly) | MythicPenguin | - | Aug 22, 2026 | |
Empire Eleven 2026 In-game content art | As a solo indie developer, I'm a programmer rather than a designer, so AI was used to assist with layout creation while I focused on building the core of the game. | NextStation Games | - | Aug 22, 2026 |