Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
- Creator
- Chaotic Twinz Studio Limited
- Reviews
- -
- Added
- Aug 22, 2026
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Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
We used AI tools (such as ChatGPT) to assist with game descriptions, promotional materials, and conceptual design. No AI is used in real-time gameplay or for generating assets during gameplay. All in-game content is manually crafted or pre-created.
Generative AI was used to assist with preparing translations and to support the development of the game's code.
Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay.
Some images and text in this game were created with the assistance of generative AI.
The 3D models of the cakes were made with AI
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game utilized generative artificial intelligence for: Script creation. Assistance in creating some images. Some narrative text.
Used for some 3D assets and textures.
The game to contain art assets generated by artificial intelligence
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.
All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content).
During development, we used procedural and AI-assisted tools to analyze, merge, refine, and polish systems that were originally developed through years of our own experimentation, iteration, and hands-on exploration. These tools accelerated implementation and helped unify complex ideas beyond what would have been practical through manual development alone, while the underlying concepts, creative direction, design decisions, and final implementation remain the work of our development team.
Parts of this game's text were produced with the help of generative AI: the store description, and the translations of the in-game text into German, Spanish, French, Brazilian Portuguese, Russian and Simplified Chinese. The English and Turkish text was written by hand. No AI-generated art, audio or voice is used anywhere in the game, and the game does not generate anything while you play.
Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection.
The Rumble Pit is made by one person, and generative AI tools were part of how it was built. Music: the tracks you hear in the menus and in the twelve dungeons were generated with a local AI music model, from a written brief for each place, then cut, looped and mixed by hand. 2D art: the interface icons, the class and specialisation emblems, the dungeon thumbnails, the illustrated boss backdrops and the logo were produced with image generation tools, then cropped, cleaned up and colour-matched by hand. Text and code: much of the in-game text — talent names and descriptions, loot labels, boss briefings, the translation tables — and part of the source code were drafted with an AI assistant, then edited, tested and rewritten by hand. Not AI-generated: the 3D models and animations (licensed art packs), and the sound effects (CC0 libraries). Nothing is generated while you play. The game connects to no AI service and produces no new content at runtime — everything ships as a fixed file, checked before release.
Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running.
game logo and covers made with ai software tools
Generative AI was used to make audio
Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer. The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build. If later updates include AI-assisted in-game art or audio, this notice will be updated.
The background art and writing in this game were created with the assistance of AI, under careful human direction.
Generative Artificial Intelligence used in software development.
Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage. The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic.
The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay.
Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included.
AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines.
Investors and characters respond to the business idea you type, because a language model re-words our hand-written dialogue at runtime. It only changes wording — never numbers, outcomes, or anything in your save. If a generation fails, you get the hand-written line instead. Your product illustration is generated from your own idea text.
Some of the Artwork. As a coding helper.
Claude Code was used in the making of this game to assist with testing, debugging and optimization of the game.
During development, generative AI was used to create initial drafts for some in-game 2D icons, which were then manually retouched. Generative AI was also used to remix original melodies composed and whistled by the developer into background music.
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.
Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped. It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio. No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples. The game does not generate any content with AI while you play.
Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use.
This is a project that uses AI to make an old RTS program run in a web browser. The images were generated using GPT image generation.
Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game. Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems.
Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork. AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production. The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay.
Generative AI tools were used during development to create some pre-generated visual assets, including certain ships, enemies, bosses, and visual effects. These assets were reviewed, selected, edited, and manually processed before being integrated into the game. HULLSTORM does not generate content using AI during gameplay.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped. Specifically: • In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand. • Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated. • Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers. Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts. No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
Some visual assets used in Retro TV Tycoon were created with the assistance of generative AI. Specifically, AI-generated imagery is used for some of the fictional thumbnail artwork displayed in the **TV Catalog** and **Film Archives** sections of the game. These images are pre-generated assets created during development and are not generated dynamically while the game is running. Generative AI is not used to generate gameplay, player interactions, or live content. The AI-assisted images are used solely as visual illustrations and thumbnails representing fictional television programs and films within the game's catalog and archive interfaces.
I use generative AI as a tool during development: • Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game. • Some sound effects were generated with AI audio tools, then edited and mixed by hand. • Some store page and marketing artwork was created with AI image generation. Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime.
Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services.
Generative AI tools were used to help create some in-game visual and audio assets.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime. • 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game. • 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game. • Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive. Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model. We have reviewed the shipped assets and believe they contain no illegal or infringing content.
AI tools were used to assist with translation and text polishing (localization) in this game.
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
Generative AI is used for coding, graphics, text and localization.
Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Snack Tiles In-game content audio | Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI. | Chaotic Twinz Studio Limited | - | Aug 22, 2026 | |
Jumpy vs. Chompy Store/marketing text | We used AI tools (such as ChatGPT) to assist with game descriptions, promotional materials, and conceptual design. No AI is used in real-time gameplay or for generating assets during gameplay. All in-game content is manually crafted or pre-created. | Hu Ping | - | Aug 22, 2026 | |
Simple Football League Manager In-game content codetext | Generative AI was used to assist with preparing translations and to support the development of the game's code. | ChaoStar | - | Aug 22, 2026 | |
Nostra Culpa In-game content text | Generative AI was used during development to assist with editing and reviewing some narrative text and with localization. AI-assisted text was reviewed and edited manually by the developer before being included in the game. No AI-generated content is created live during gameplay. | DIY Games | - | Aug 22, 2026 | |
Send More Monsters In-game content arttext | Some images and text in this game were created with the assistance of generative AI. | MightyCodeDragon | - | Aug 22, 2026 | |
Cats Love Cakes In-game content art | The 3D models of the cakes were made with AI | Neko Fantasy | - | Aug 22, 2026 | |
IAH: INTERNET WAR Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Vitali Kirpu Productions | 21 | Aug 22, 2026 | |
Os Segredos de Ezequiel In-game content textart | This game utilized generative artificial intelligence for:
Script creation.
Assistance in creating some images.
Some narrative text. | Eric Vinicius da Costa santos | - | Aug 22, 2026 | |
TRACE//5 In-game content art | Used for some 3D assets and textures. | Totori Works | - | Aug 22, 2026 | |
Pigeon Valera In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | 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 | |
Siegecrawler In-game content artaudio | All character sprites, enemy/boss artwork, backgrounds, effect images, UI icons and illustrations in this game were pre-generated using OpenAI's ChatGPT image generation, then curated and edited by the developer (background keying, trimming, animation assembly). All background music tracks were pre-generated using Google's Gemini music generation and curated by the developer. Sound effects are procedurally synthesized by the game's own code. Store page artwork (capsules, logo) was also pre-generated using ChatGPT. The game does not generate any AI content at runtime (no live-generated content). | SMB | - | Aug 22, 2026 | |
KINETIKA Dev only | During development, we used procedural and AI-assisted tools to analyze, merge, refine, and polish systems that were originally developed through years of our own experimentation, iteration, and hands-on exploration. These tools accelerated implementation and helped unify complex ideas beyond what would have been practical through manual development alone, while the underlying concepts, creative direction, design decisions, and final implementation remain the work of our development team. | Senshi Games | - | Aug 22, 2026 | |
Pitchside Empire In-game content text | Parts of this game's text were produced with the help of generative AI: the store description, and the translations of the in-game text into German, Spanish, French, Brazilian Portuguese, Russian and Simplified Chinese. The English and Turkish text was written by hand. No AI-generated art, audio or voice is used anywhere in the game, and the game does not generate anything while you play. | Bombastik Studio | - | Aug 22, 2026 | |
The Producer Live AI text | Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection. | Plotfun Inc | - | Aug 22, 2026 | |
The Rumble Pit In-game content arttextaudiocode | The Rumble Pit is made by one person, and generative AI tools were part of how it was built.
Music: the tracks you hear in the menus and in the twelve dungeons were generated with a local AI music model, from a written brief for each place, then cut, looped and mixed by hand.
2D art: the interface icons, the class and specialisation emblems, the dungeon thumbnails, the illustrated boss backdrops and the logo were produced with image generation tools, then cropped, cleaned up and colour-matched by hand.
Text and code: much of the in-game text — talent names and descriptions, loot labels, boss briefings, the translation tables — and part of the source code were drafted with an AI assistant, then edited, tested and rewritten by hand.
Not AI-generated: the 3D models and animations (licensed art packs), and the sound effects (CC0 libraries).
Nothing is generated while you play. The game connects to no AI service and produces no new content at runtime — everything ships as a fixed file, checked before release. | Elliott Faucheux | - | Aug 22, 2026 | |
Plushy Store Tidy Up In-game content art | Generative AI was used during development to create portions of the game’s 2D artwork and a small number of 3D models. All AI-generated material was reviewed, manually edited, cleaned up, and polished by the developer before being included in the final game. Generative AI is not used to create content while the game is running. | SIV Games | - | Aug 22, 2026 | |
Worm In Village Store/marketing art | game logo and covers made with ai software tools | Valkeala Software | - | Aug 22, 2026 | |
Arcanum Idle In-game content audio | Generative AI was used to make audio | Lanier Labs LLC | - | Aug 22, 2026 | |
Sausage Snap In-game content arttext | Some store-page text and marketing images (capsules, screenshots, and similar key art) were drafted or generated with generative AI, then selected and edited by the developer.
The game itself is a hand-authored Unreal Engine title. Combat, physics, and play are not generated by AI while you play. There is no live generative AI in the build.
If later updates include AI-assisted in-game art or audio, this notice will be updated. | Wonton Games Limited | - | Aug 22, 2026 | |
Five Minute Dating In-game content arttext | The background art and writing in this game were created with the assistance of AI, under careful human direction. | Robots Have Feelings | - | Aug 22, 2026 | |
Nine Islands Dev only | Generative Artificial Intelligence used in software development. | Tencubed Games | - | Aug 22, 2026 | |
Powdertron Store/marketing textart | Some of Powdertron's development and marketing materials were produced with AI assistance. The store page text was drafted with an AI writing tool and edited by hand, and the capsule images and trailer were rendered by procedural code written with AI assistance, using the game's own artwork and captured gameplay footage.
The game itself contains no generative AI. Nothing is generated at runtime, no AI service is contacted while you play, and all in-game content — the materials, reaction rules, simulations and interface — is authored and deterministic. | SalE | - | Aug 22, 2026 | |
Kasane In-game content artaudio | The artwork in this game — the title screen, the application icon, the difficulty-selection backgrounds, the plate textures behind buttons and panels, and the store art — and background music tracks were created with generative AI tools, then selected and adjusted by the developer. The puzzle boards, pieces and target patterns are drawn procedurally, the sound effects are synthesized at runtime, and every puzzle is produced by a deterministic solver. No content is generated live during gameplay. | Q-Lab Games | - | Aug 22, 2026 | |
Faultfinder In-game content artaudio | Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer. | Endpaper | - | Aug 22, 2026 | |
National Volley In-game content art | Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included. | tsumetogi | - | Aug 22, 2026 | |
ARCHEIO: Night Shift In-game content art | AI was utilized as a supplementary tool for the creation of some art and promotional imagery. The core game experience is entirely hand-crafted using the Godot engine with original and licensed assets. All AI-generated marketing materials underwent human curation and post-processing to ensure visual consistency with the actual gameplay and compliance with platform guidelines. | IonianCore | - | Aug 22, 2026 | |
Serial Founder Live AI text | Investors and characters respond to the business idea you type, because a language model re-words our hand-written dialogue at runtime. It only changes wording — never numbers, outcomes, or anything in your save. If a generation fails, you get the hand-written line instead.
Your product illustration is generated from your own idea text. | Ari Tuononen | - | Aug 22, 2026 | |
Dead Man's Gulch Dev only artcode | Some of the Artwork.
As a coding helper. | Off the Clock Hermit | - | Aug 22, 2026 | |
Hyper ACK Dev only | Claude Code was used in the making of this game to assist with testing, debugging and optimization of the game. | Mosphere Games | - | Aug 22, 2026 | |
Gamble Hunters In-game content artaudio | During development, generative AI was used to create initial drafts for some in-game 2D icons, which were then manually retouched. Generative AI was also used to remix original melodies composed and whistled by the developer into background music. | ASHUR Inc. | - | 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 | |
Tidying Simulator In-game content artaudiocodetext | Generative AI was used during development to assist with some programming tasks, multilingual translations of in-game text, and the creation of certain graphics and sounds. All AI-assisted output was reviewed and edited by the developer. No AI content is generated in real time during gameplay. | GamJangJangi | - | Aug 22, 2026 | |
Pray Your God! In-game content textartaudio | Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play. | Creedr Studios | - | Aug 22, 2026 | |
Grumpy Hero Grinder In-game content artaudiocodetext | Generative artificial intelligence was used during development mainly to assist with localization and code, with some 2D/3D assets, and selected audio assets. All AI-assisted content was manually reviewed, edited, and refined by the developer before use. | devtainer | - | Aug 22, 2026 | |
Nebula Blink In-game content art | This is a project that uses AI to make an old RTS program run in a web browser.
The images were generated using GPT image generation. | saizwong | - | Aug 22, 2026 | |
Brick by Brick In-game content art | Generative AI was used during development to assist in creating some of the fixed decorative sculptures and decorative mosaic elements that appear within the game environment. These assets were created prior to release and are static parts of the game.
Generative AI is not used to generate content during gameplay, and players do not interact with any live generative AI systems. | Budder Technology LLC | - | Aug 22, 2026 | |
BURST NOIR - Fireworks Simulator In-game content artcodetext | Generative AI tools were used during the development of BURST NOIR to assist with the creation and refinement of certain visual assets, including branding, logo concepts, promotional graphics, and some UI-related artwork.
AI-assisted tools were also used as part of the development workflow for programming, prototyping, localization, and content production.
The core fireworks simulation, gameplay systems, and final in-game presentation are implemented as part of the game itself. The game does not generate AI content in real time during gameplay. | FerioWorks | - | Aug 22, 2026 | |
Hullstorm In-game content art | Generative AI tools were used during development to create some pre-generated visual assets, including certain ships, enemies, bosses, and visual effects. These assets were reviewed, selected, edited, and manually processed before being integrated into the game. HULLSTORM does not generate content using AI during gameplay. | Hullstorm | - | Aug 22, 2026 | |
Cyber Survivors In-game content artcode | Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service. | Nadyos | - | Aug 22, 2026 | |
Retro TV Tycoon In-game content art | Some visual assets used in Retro TV Tycoon were created with the assistance of generative AI.
Specifically, AI-generated imagery is used for some of the fictional thumbnail artwork displayed in the **TV Catalog** and **Film Archives** sections of the game. These images are pre-generated assets created during development and are not generated dynamically while the game is running.
Generative AI is not used to generate gameplay, player interactions, or live content. The AI-assisted images are used solely as visual illustrations and thumbnails representing fictional television programs and films within the game's catalog and archive interfaces. | Xiro's Studio | - | Aug 22, 2026 | |
Echo Mates In-game content artaudio | I use generative AI as a tool during development:
• Some 3D models (characters, creatures and props) were created with AI generation tools, then edited, rigged and animated by hand for use in the game.
• Some sound effects were generated with AI audio tools, then edited and mixed by hand.
• Some store page and marketing artwork was created with AI image generation.
Everything produced this way is reviewed and reworked by me before it ships. The game generates no content while you play and connects to no AI service at runtime. | Vasilii Privalov | - | Aug 22, 2026 | |
Steel Wolverines: Modern Armored Combat In-game content art | Generative AI was used during development to create selected 2D artwork, including crew portraits, environmental elements, user interface icons, and key art. Generated assets were selected, edited, and adapted to match the game’s visual style and technical requirements. The game does not generate any AI content at runtime and does not send player data to generative AI services. | WolverinDev | - | Aug 22, 2026 | |
Wanted Drift In-game content artaudio | Generative AI tools were used to help create some in-game visual and audio assets. | Steadfast | - | Aug 22, 2026 | |
Please Stop Breeding the Ducks In-game content art | I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me. | Solarice Interactives | - | Aug 22, 2026 | |
Soulforge In-game content arttext | Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime.
• 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game.
• 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game.
• Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive.
Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model.
We have reviewed the shipped assets and believe they contain no illegal or infringing content. | Momolitique Studios | - | 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 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
SPACE JK Unclear arttext | Generative AI is used for coding, graphics, text and localization. | FaSPel | - | Aug 22, 2026 | |
Shrimpscape In-game content arttext | Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release. | Umbriel Games | - | Aug 22, 2026 |