ArchmageSteamInitial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
- Creator
- Solo Gaming
- Reviews
- -
- Added
- Aug 28, 2026
ArchmageSteamInitial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
Draw My HomeSteamAI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images.
Slime Mine SurvivorSteamGenerative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages.
SAAM TacticsSteamAI translated languages
Factory New IdleSteamAI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Just Make Sense: Instinct LabSteamSome pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI.
Flippy the SpiderSteamAI was used solely for localization purposes.
Emoji MassacreSteamSome of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
Grandpa's LegacySteamSome visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play.
NEBULA BREAKSteamGraphics (sprites, logo, artwork) were generated with Google Gemini API models, then curated, edited, and integrated by the developer. Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer. No AI runs during gameplay.
Echo HarvestSteamGenerative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
The Things We Don't See: 10 Interactive Stories of Horror, Mystery, and the UnknownSteamImages, animations, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar.
Cook to ZeroSteamGenerative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Codename: Operation GoSteamGenerative 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.
SIDE OUTSteamSIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
Ragtag FleetSteamGenerative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
Gears Of ConquestSteamAI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
Last Paddle StandingSteamArtwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
Meteor SpinSteamGenerative AI tools were used during development to create certain visual and audio assets: - 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use. - Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
HUMAN, 39.99SteamAI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Fatal LogicSteamSome art is either produced using AI or directly inspired by it.
PaceweaverSteamThis 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.
Meridian StrikeSteamGenerative 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.
Stop Reading the CardsSteamGenerative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
Dungeon TypistSteamGenerative AI was used to assist in creating a small number of icons.
100K ZOMBIESSteamAI is used to generate a portion of the in-game imagery.
Close EnoughSteamClose Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files. The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them. The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits.
奶瓦的笑SteamSome character graphics and backgrounds were created with the assistance of generative AI tools.
PumpUp FuguSteamThis game includes content created with the help of AI during development. Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer. 34 of the 66 sprites in the shipping build originate this way. UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing. The game does not generate any content with AI at runtime. Music is licensed from a purchased royalty-free library and involves no AI. Stage design is the developer's own work.
The Symposium DragonSteamThis game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game. Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
Chronime Puzzle: AnimalsSteamThe background images and animals pictures are pre-rendered AI art
Coquí Crusader: Defenders of BorikénSteamCoquí Crusader was made with AI-assisted tools under the developer's direction. The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer. Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization. No content is generated during gameplay, and the game never connects to any external AI service.
Zombie-LikeSteamEste jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Ascend Idle: ChroniclesSteamSome of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
Confined Space - Module MadnessSteamWe used AI tools in two places during development, and in neither of them to replace creative work. Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase. Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
NozileSteamAll programming and game music (BGM) are generated by AI.
Heroes Guard: StarforgeSteamA moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
RandventureSteamGenerative 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.
お洒落無限ループ!すごろくドリフターSteamThis game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more.
HalfHourRPGSteamGenerative magic was used in the creation of the quest.
万古仙途SteamGenerative AI tools were used during development to assist with the creation and iteration of certain visual assets.
La eclissiSteamEnglish Translation
市町村麻雀SteamThis game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running.
JETGRAVESteamAI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
Didgeridoo ManSteamGenerative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative. AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours. No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway. And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
Apoc WildsSteamSome game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
Soul Monsters: Dice RPG - Radan's JourneySteamSome of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
MOCAIRNSteamGenerative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
夢見るてんとう虫SteamGenerative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
Marry AnyoneSteamThis game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Archmage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | - | Aug 28, 2026 | |
Draw My Home | AI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images. | Happy Fish | - | Aug 28, 2026 | |
Slime Mine Survivor In-game content text | Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages. | Hassaku | - | Aug 28, 2026 | |
SAAM Tactics In-game content text | AI translated languages | wantagamemakeagame | - | Aug 28, 2026 | |
Factory New Idle In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emirhan Şahin | - | Aug 28, 2026 | |
Just Make Sense: Instinct Lab In-game content arttextcode | Some pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI. | SHJ Studio | - | Aug 28, 2026 | |
Flippy the Spider In-game content text | AI was used solely for localization purposes. | Zerith | - | Aug 28, 2026 | |
Emoji Massacre Store/marketing art | Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service. | UndaWirrld Arcade | - | Aug 28, 2026 | |
Grandpa's Legacy In-game content art | Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play. | Chigüi Studio | - | Aug 28, 2026 | |
NEBULA BREAK In-game content artaudio | Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay. | AMANOGAWA GAMES | - | Aug 28, 2026 | |
Echo Harvest In-game content art | Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay. | SchismProducts | - | Aug 28, 2026 | |
The Things We Don't See: 10 Interactive Stories of Horror, Mystery, and the Unknown In-game content arttext | Images, animations, store page, and logo are generated using AI. Languages other than English are machine translated. AI was used to improve grammar. | VisualNovelGames | - | Aug 28, 2026 | |
Cook to Zero In-game content text | Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay. | DOLSTEP | - | 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 | |
SIDE OUT Dev only arttextcode | SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand. | antics | - | Aug 28, 2026 | |
Ragtag Fleet In-game content art | Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team. | ESDF Game | - | Aug 28, 2026 | |
Gears Of Conquest In-game content artaudio | AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay. | Makroudata | - | Aug 28, 2026 | |
Last Paddle Standing In-game content arttext | Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page. | TAYN Games | - | Aug 28, 2026 | |
Meteor Spin In-game content artaudio | Generative AI tools were used during development to create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools. | Chemkaaa | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
Fatal Logic In-game content art | Some art is either produced using AI or directly inspired by it. | ItWorkedOnMyMachine | - | 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 | |
Stop Reading the Cards Store/marketing art | Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team. | Working As Intended | - | Aug 28, 2026 | |
Dungeon Typist In-game content art | Generative AI was used to assist in creating a small number of icons. | IDfeng | - | Aug 28, 2026 | |
100K ZOMBIES In-game content art | AI is used to generate a portion of the in-game imagery. | 正常游戏 Normal Games | - | Aug 28, 2026 | |
Close Enough In-game content arttextcode | Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files.
The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them.
The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits. | dodnd | - | Aug 28, 2026 | |
奶瓦的笑 In-game content art | Some character graphics and backgrounds were created with the assistance of generative AI tools. | ZikL | - | Aug 28, 2026 | |
PumpUp Fugu In-game content artaudio | This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work. | O-Planning | - | Aug 28, 2026 | |
The Symposium Dragon In-game content artaudiotext | This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools. | STUDIO MIL | - | Aug 28, 2026 | |
Chronime Puzzle: Animals In-game content art | The background images and animals pictures are pre-rendered AI art | Quantum Quiver Games | - | Aug 28, 2026 | |
Coquí Crusader: Defenders of Borikén In-game content artaudiotext | Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service. | Yucayeque Games | - | Aug 28, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Ascend Idle: Chronicles Store/marketing art | Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project. | GODev Games | - | Aug 28, 2026 | |
Confined Space - Module Madness In-game content textcode | We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people. | Confined Space Crew | - | Aug 28, 2026 | |
Nozile In-game content codeaudio | All programming and game music (BGM) are generated by AI. | Masanori Chida | - | Aug 28, 2026 | |
Heroes Guard: Starforge In-game content artaudiotext | A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback. | Under Byte Studios, LLC | - | 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 | |
お洒落無限ループ!すごろくドリフター Unclear artaudiocode | This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more. | 合成結社五頭大威 | - | Aug 28, 2026 | |
HalfHourRPG In-game content text | Generative magic was used in the creation of the quest. | Dea Machina | - | Aug 28, 2026 | |
万古仙途 Unclear art | Generative AI tools were used during development to assist with the creation and iteration of certain visual assets. | 月关林水 | - | Aug 28, 2026 | |
La eclissi text | English Translation | Sleet | - | Aug 28, 2026 | |
市町村麻雀 In-game content artaudio | This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running. | storksquare | - | Aug 28, 2026 | |
JETGRAVE In-game content artaudio | AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/ | Losers And Nerds Party LLC | - | Aug 28, 2026 | |
Didgeridoo Man In-game content audiotext | Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI. | Studio Justin Braun | - | Aug 28, 2026 | |
Apoc Wilds In-game content artaudio | Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems. | Prime Wilds | - | Aug 28, 2026 | |
Soul Monsters: Dice RPG - Radan's Journey In-game content art | Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer. | Industrial Miracle | - | Aug 28, 2026 | |
MOCAIRN In-game content textaudioart | Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime. | kotemoku | - | Aug 28, 2026 | |
夢見るてんとう虫 In-game content arttext | Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay. | LilyCompany | - | Aug 28, 2026 | |
Marry Anyone In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 28, 2026 |