Ragequit Royale was developed in collaboration with generative AI.
- Creator
- ChritzleCraft
- Reviews
- -
- Added
- Sep 24, 2026
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Ragequit Royale was developed in collaboration with generative AI.
Generative AI tools were used during development to assist with pre-generated assets: - Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine. - Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance. All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer. (게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.)
AI was used as an assistant to create tooling for faster game development
Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer.
Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI.
Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay.
AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer. No AI runs during gameplay. It already costs me enough when the game isn't running. The token bill remains undefeated.
The content and features of this game were created with the help of AI.
Generative AI was used during development to create visual and 3D assets, background music, sound effects, and localized text, including store and marketing materials. The game does not generate AI content during gameplay or connect to external AI services.
AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Soundtrack and Sound Effects
Generative AI was used during development to assist with some images, translations, and background music.
The partial assets of our store page are optimized with AI technology.
The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
Generative AI tools were used in the development of game assets and content.
No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images.
The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service.
During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play.
AI was used in the creation of the game logic and for 3D model design.
Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay.
AI tools were used in the creation of some sounds and graphics.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets. Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
AI used for productivity assistance and maintenance of the code base.
The music are using Suno AI to generate I use claude code for vibe coding
Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game.
Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators.
This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players.
The game utilizes AI to generate animations, and AI is also used to modify the atmosphere of some background images.
This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play.
Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game.
Generative AI tools were used to assist with localization and translations, as well as to create marketing materials and promotional assets.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play.
Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay.
The partial code and shop page of this game were made by AI.
Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI was used to create content including artwork, sound, narrative, and localization.
Only the character images are AI generated.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
AI was used to create some of the voices heard in the game.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ragequit Royale Unclear | Ragequit Royale was developed in collaboration with generative AI. | ChritzleCraft | - | Sep 24, 2026 | |
Bribe The Brave In-game content arttext | Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay. | Brewing Turtle Games | - | Sep 24, 2026 | |
VALHALLA ARCHIVE: CCG In-game content artcode | Generative AI was used to generate in-game card illustrations, graphical assets, and all programming code. The game design, world-building, and lore were created directly by the developer.
(게임 내 카드 일러스트와 그래픽 에셋 제작, 그리고 프로그래밍 코딩 전반에 생성형 AI를 활용했습니다. 게임 기획 및 배경 세계관 설정은 직접 작성했습니다.) | VALHALLA ARCHIVE | - | Sep 24, 2026 | |
Death's Hour Dev only | AI was used as an assistant to create tooling for faster game development | TA Games | - | Sep 24, 2026 | |
MONSTER ENHANCEMENT In-game content artaudiotext | Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay. | ArchSeed Games | - | Sep 24, 2026 | |
Knights Of The Four Kingdoms In-game content artcode | During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers. | 二十五 | - | Sep 24, 2026 | |
Taskbar Quest In-game content arttext | Some of the artwork and text in this game and on its store page, including the translations, were created with the assistance of AI tools and reviewed by the developer. | Henrique Maciel | - | Sep 24, 2026 | |
Crown of Light and Time : The Saint's Reunion In-game content audiotext | Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI. | Crown of Light and Time | - | Sep 24, 2026 | |
Shadow Realms RPG In-game content arttext | Some of the game's artwork was created with the help of an AI image model and then curated, edited and composited by the developer: companion and character portraits, boss and zone art, and the store page key art. Some in-game item and companion descriptions and patch notes were drafted with AI writing assistance and reviewed by the developer. The game does not generate content with AI while you play and does not connect to any AI service during gameplay. | Shadow Realms Games | - | Sep 24, 2026 | |
Everyone Expire In-game content artaudiocode | AI was used throughout development for assistance with artwork, audio, code, and prototyping, as a tool, not a magic wand. Everything is directed, edited, assembled, and ultimately blamed on one questionably qualified human developer.
No AI runs during gameplay. It already costs me enough when the game isn't running.
The token bill remains undefeated. | Rardo | - | Sep 24, 2026 | |
Beezarr Unclear | The content and features of this game were created with the help of AI. | Beeconomy | - | Sep 24, 2026 | |
Goblin Colony In-game content artaudiotext | Generative AI was used during development to create visual and 3D assets, background music, sound effects, and localized text, including store and marketing materials. The game does not generate AI content during gameplay or connect to external AI services. | Quench Forge | - | Sep 24, 2026 | |
Gods Against the Invasion In-game content artcode | AI was used to aid in coding. All game design, systems, data structures and balance were done by myself. Some AI art was used. | Greenbean | - | Sep 24, 2026 | |
Fortrezo Desaparanta Dev only textart | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Avocado Survivor Unclear audio | Soundtrack and Sound Effects | Team Avo | - | Sep 24, 2026 | |
CHEST UP DEFENSE In-game content arttextaudio | Generative AI was used during development to assist with some images, translations, and background music. | K-Cookie Games | - | Sep 24, 2026 | |
龙之传奇 Store/marketing art | The partial assets of our store page are optimized with AI technology. | 龙之传奇 | - | Sep 24, 2026 | |
AVELUNE In-game content artaudio | The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay. | Skyho | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Rogue Tithe In-game content arttextaudio | Generative AI tools were used in the development of game assets and content. | David Gamble | - | Sep 24, 2026 | |
Dwarf Forge Store/marketing art | No generative AI content ships in the game itself — all in-game art, music, sound effects, writing, and design were created by the developer. Generative AI was used only to create some of the store/marketing capsule images. | Astral Drifter Games | - | Sep 24, 2026 | |
Dark Dice Dungeon In-game content artaudiotext | The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service. | Lolo's Game Studio | - | Sep 24, 2026 | |
Archemyst: Alchemy Shop In-game content art | During development, some of the game's art assets were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play. | Maple Leaf | - | Sep 24, 2026 | |
Random & Unfair Battlefields In-game content artcode | AI was used in the creation of the game logic and for 3D model design. | Casual Games | - | Sep 24, 2026 | |
Ashfield In-game content art | Some store and marketing images were created with generative AI tools. Parts of the in-game UI artwork were also created or assisted with generative AI, then reviewed and integrated by the developer. All other game content is human-authored or from licensed third-party assets. No generative AI content is created live during gameplay. | Pioneer Games | - | Sep 24, 2026 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | Sep 24, 2026 | |
Touhou Gensokyo Defense Dev only art | Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction. | Erosion | - | Sep 24, 2026 | |
Touwers Dev only code | AI used for productivity assistance and maintenance of the code base. | Lily's Little Adventures | - | Sep 24, 2026 | |
Opentool Tower Defense In-game content audiocode | The music are using Suno AI to generate
I use claude code for vibe coding | Opentool | - | Sep 24, 2026 | |
Mythbound In-game content art | Mythbound features a small portion of generated assets in the form of environmental props for it's Early Access period. No generated assets will be featured in the final release of the game. | Skaldforge | - | Sep 24, 2026 | |
Alchemist Archive: Restore The Order In-game content text | Generative AI tools were used to assist with some of the game's translations and localization. The AI-generated translations were reviewed and edited before being included in the game. | JusCify | - | Sep 24, 2026 | |
Crownspat In-game content arttext | Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services. | Gambit Forge | - | Sep 24, 2026 | |
Fort Burton In-game content text | Generative AI tools were used during development to assist with language translation and localization, as well as researching historical and contextual lore to ensure narrative accuracy. All final text, gameplay content, and lore were reviewed and edited by human creators. | Ledx | - | Sep 24, 2026 | |
Auryalis In-game content artaudio | This game is a solo project. Due to budget constraints and the reality of being a one-person team, I used AI assistance to generate the artwork and soundtracks. This choice was made to ensure the project could be fully realized and shared with players. | RUFS GAMES | - | Sep 24, 2026 | |
The Bastard Who Rewrote The Empire In-game content art | The game utilizes AI to generate animations, and AI is also used to modify the atmosphere of some background images. | Genuine Studio | - | Sep 24, 2026 | |
Leafman In-game content artaudiotext | This game was made with the help of generative AI tools, which were used for its art, music, sound, text and marketing materials. Nothing is generated by AI while you play. | Wha Games | - | Sep 23, 2026 | |
Land of Glarefall In-game content arttext | Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game. | BLAIKE GAMES | - | Sep 23, 2026 | |
Lords of Pain In-game content textart | Generative AI tools were used to assist with localization and translations, as well as to create marketing materials and promotional assets. | Pinfel | - | Sep 23, 2026 | |
Tower of Fangs: Summoned to Another World, I Was Locked in a Tower with 299 Strikers, Only the Last Egoist Goes Home In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 22, 2026 | |
Chesstics In-game content artaudiotext | Some art, music and the non-English translations were created with the help of AI tools during development, then edited by hand. Everything ships as static files; nothing is generated while you play. | Florian Strasser | - | Sep 22, 2026 | |
Spellchainer In-game content art | Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay. | SigmaX | - | Sep 22, 2026 | |
再刷一把:远征 Store/marketing codetext | The partial code and shop page of this game were made by AI. | 滑稽工作室 | - | Sep 22, 2026 | |
Myriad Auction In-game content artaudiotext | Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play. | Hansir | - | Sep 22, 2026 | |
Match & Ruin In-game content artaudiotext | Generative AI was used to create content including artwork, sound, narrative, and localization. | id187 | - | Sep 22, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Aventureiro 95 In-game content artaudiotext | Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play. | STREAM ON | - | Sep 22, 2026 | |
Knight Before Dawn In-game content audio | AI was used to create some of the voices heard in the game. | Last Level Studio | - | Sep 22, 2026 | |
Mission Nuts In-game content artaudio | Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | Tom Sheol | - | Sep 22, 2026 | |
Battleborne Isles art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Battleborne Isles Studio | - | Sep 22, 2026 | |
Taktiko Maxima Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 22, 2026 |