During the development stage of this game, some of the art materials and text were created using artificial intelligence.
- Creator
- Jumping Frog Studio
- Reviews
- -
- Added
- Oct 7, 2026
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During the development stage of this game, some of the art materials and text were created using artificial intelligence.
Generative AI tools were used to assist with code development. All art, music, and design are human-made.
Some of the images in the game were stylized using AI.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Some assets in this game were created with generative AI tools during development and then selected and edited by hand: the store key art and capsule images, some in-game images (UI decorations, stage backgrounds and some illustrations), and the background music and jingles. No generative AI is used while you play: the stats and skills of your drawing are decided by deterministic on-device image processing, and nothing is sent to an AI service.
Some artwork on ROM Hollow's store page was generated with AI.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime. Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer! We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring. The game was created by strong directed human vision, so everything is unique and my own idea!
BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game.
This game was developed with the help of AI tools. AI assisted with programming, and some pre-generated content was created with AI assistance: pixel-art visual effects, background music, Japanese and Chinese translations, and parts of the store page text. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI while you play.
AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
I only use AI to aid in coding. I am a solo dev and i built all music and all artwork.
Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing.
A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo.
AI was used as an assistant to create tooling for faster game development
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.
Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI was used in the making of visual and coded assets.
The game to contain art assets generated by artificial intelligence
Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay.
AI was used to generate sounds as well as images in the game.
Some codes, Some Audios.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
Generative AI was used to assist with the development of this game and with the creation of some of its visual assets. The game includes an optional custom character feature. Players may enter text descriptions and provide reference images to generate character visuals. Players may also use text descriptions together with character reference images to create custom cinematic videos for their characters’ special moves. These materials are generated by generative AI through an online service during gameplay. Once generation is complete, the resulting content is provided to the player for use as part of their custom character data.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services.
Ai has been used for music and art creation.
We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement.
This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included.
AI assisted artwork is used for illustrated scenes shown between campaign levels.
AI Disclosure: Certain background textures, NPC portrait concepts, or promotional marketing assets in this game were generated with the assistance of AI tools.
Generative AI tools were used during development to create game assets.
No live AI. It was used to assist with the game's programming and code development.
Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools.
Steam store page logo and cover art made ai tools. Game menu images made ai tools
Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running.
Game assets are AI geberated
Generative AI is used only for 2D marketing assets and icons.
A big chunk of the code and art was done using AI.
During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity. — Esra Soner (Catstanbul's Developer)
Generative AI tools were used to assist in creating and refining some pre-generated artwork, including promotional and Steam store imagery. All such material was reviewed and edited by the developer. The game does not generate AI content live during gameplay.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand.
Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations.
AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
直面天命 Unclear arttext | During the development stage of this game, some of the art materials and text were created using artificial intelligence. | Jumping Frog Studio | - | Oct 7, 2026 | |
Overlap Dev only code | Generative AI tools were used to assist with code development. All art, music, and design are human-made. | MilesThePiles | - | Oct 5, 2026 | |
unligal In-game content art | Some of the images in the game were stylized using AI. | RUKA Industries | - | Oct 3, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
らくがきスマッシュ / Doodle Smash In-game content artaudio | Some assets in this game were created with generative AI tools during development and then selected and edited by hand: the store key art and capsule images, some in-game images (UI decorations, stage backgrounds and some illustrations), and the background music and jingles. No generative AI is used while you play: the stats and skills of your drawing are decided by deterministic on-device image processing, and nothing is sent to an AI service. | 白鳥のぞみ | - | Oct 1, 2026 | |
ROM Hollow Store/marketing art | Some artwork on ROM Hollow's store page was generated with AI. | Chris Karageorge | - | Oct 1, 2026 | |
The Last Theology In-game content codetext | Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay. | WastedWaffle | - | Oct 1, 2026 | |
Build Bigger Heroes Live AI arttext | We use our own created small local generative AI models to create Artworks in realtime. Local LLM's are used to interact with the NPC's Text based (Input / Output) in realtime.
Be aware that realtime AI can make mistakes. We put a lot of effort into to make it work properly, but there can still be issues. No external AI models needed so your data stays on your own Computer!
We generally used AI assistance to create Assets in the game, most Assets where highly edited from Human Authoring.
The game was created by strong directed human vision, so everything is unique and my own idea! | INDIE-SQUID | - | Oct 1, 2026 | |
Boltfall In-game content audioart | BoltFall was developed with the assistance of generative AI tools. The game's music was generated using AI audio tools, and environment art assets were created with the assistance of AI image generation tools. All AI-generated content was reviewed, edited, and curated by the developer before being included in the final game. | MayaRealm Studios | - | Oct 1, 2026 | |
Soul Saver In-game content artaudiotext | This game was developed with the help of AI tools. AI assisted with programming, and some pre-generated content was created with AI assistance: pixel-art visual effects, background music, Japanese and Chinese translations, and parts of the store page text. All AI-assisted content was reviewed and edited by the developer. The game does not generate any content with AI while you play. | 박민근 | - | Sep 30, 2026 | |
PONK Dev only code | AI tools assisted with the game's code and some written text during development. All artwork comes from the game's own engine, being web code. The music is composed by Juhani Junkala, and nothing is generated while you play. | aliyen | - | Sep 30, 2026 | |
Cosmic Dominion In-game content art | Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated. | DMarshallGaming | - | Sep 30, 2026 | |
Creators of War Dev only code | I only use AI to aid in coding. I am a solo dev and i built all music and all artwork. | Journeyman Games | - | Sep 30, 2026 | |
Legends of the Pitch In-game content art | Generative AI was used during development to create and refine pre-generated visual assets for Legends of the Pitch, including character illustrations, environment artwork, card and interface imagery, and promotional artwork for the Steam store. Screenshots and trailers may display these assets. The developer selected, edited and integrated the final content. No AI content is generated during gameplay, and the game does not connect to any external AI service while playing. | LZQI STUDIOS | - | Sep 27, 2026 | |
Stick Mania In-game content art | A small number of weapon assets were created with generative AI during development and are included in the shipped game as well as the store and library assets minus the logo. | PictureFrameGames | - | 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 | |
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 | |
Ogro Buchón: Barrio Multiversal In-game content art | Some visual assets and promotional artwork included in the game were created or assisted with generative AI tools during development. These assets were subsequently edited, adjusted, animated, and integrated by the developer. The game does not use generative AI to create content during gameplay. | John Michel Rivera de Leon | - | Sep 24, 2026 | |
Echoes of Eternity 2 In-game content artcode | Generative AI was used in the making of visual and coded assets. | DurableChain | - | Sep 24, 2026 | |
Coding War In-game content art | The game to contain art assets generated by artificial intelligence | Piece Of Voxel | - | Sep 24, 2026 | |
修仙行 Store/marketing arttext | Some static art assets and store promotional texts of this game are drafted with generative AI. All AI-generated materials have been manually checked for copyright and revised by the development team. No dynamic AI content will be generated in real time during gameplay. | 青行互娱 | - | Sep 24, 2026 | |
Last Delivery In-game content artaudio | AI was used to generate sounds as well as images in the game. | PizzaForPeople | - | Sep 22, 2026 | |
Kalmareth: Rune Duel VR Unclear codeaudio | Some codes, Some Audios. | UniCoti | - | Sep 22, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
Vampire Suplex In-game content arttext | Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running. | DUMARU Inc. | - | Sep 19, 2026 | |
Smithereens Dev only art | One human made this game with many AI agents. Agents would draft concept art and samples for review, then iterate on feedback given. | Sunny Oak Studios LLC | - | Sep 19, 2026 | |
Killpath Dev only | Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer. | Szymon Deresz | - | Sep 19, 2026 | |
FacePunch Live AI art | Generative AI was used to assist with the development of this game and with the creation of some of its visual assets.
The game includes an optional custom character feature. Players may enter text descriptions and provide reference images to generate character visuals. Players may also use text descriptions together with character reference images to create custom cinematic videos for their characters’ special moves.
These materials are generated by generative AI through an online service during gameplay. Once generation is complete, the resulting content is provided to the player for use as part of their custom character data. | 金展創意 | - | Sep 19, 2026 | |
Night Ops: Undead In-game content art | Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content. | Boarded Window Games | - | Sep 18, 2026 | |
Sand Horde In-game content art | Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development. | Level Up Ventures | - | Sep 18, 2026 | |
Mineral Zone Store/marketing art | Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services. | Surio | - | Sep 17, 2026 | |
Fox7: City Of Fighters In-game content artaudio | Ai has been used for music and art creation. | Daniel Fox | - | Sep 16, 2026 | |
Tooth for Tooth Unclear | We used generative AI tools as part of our creative process, alongside our team’s direction, editing, and refinement. | Outlane | - | Sep 16, 2026 | |
Kings Call 2 In-game content art | This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included. | X Star Game Limited | - | Sep 16, 2026 | |
TRENCHWORMS In-game content art | AI assisted artwork is used for illustrated scenes shown between campaign levels. | Walus Game Studio | - | Sep 15, 2026 | |
Galactic Mayhem In-game content art | AI Disclosure: Certain background textures, NPC portrait concepts, or promotional marketing assets in this game were generated with the assistance of AI tools. | Basement Dweller Studios | - | Sep 15, 2026 | |
BoneHeads In-game content art | Generative AI tools were used during development to create game assets. | deReaLized | - | Sep 15, 2026 | |
GLADIATOR: Survival Simulator Dev only code | No live AI. It was used to assist with the game's programming and code development. | Wynand Smit | - | Sep 12, 2026 | |
这是一份礼物 Store/marketing textart | Some content on this store page, including the game description and promotional materials, was created or assisted by generative AI tools. | Oroku | - | Sep 12, 2026 | |
Pirate Guy 2 New Land Store/marketing art | Steam store page logo and cover art made ai tools. Game menu images made ai tools | Valkeala Software | - | Sep 10, 2026 | |
Ship Busters In-game content artaudio | Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running. | Invo Tech Inc. | - | Sep 10, 2026 | |
Idle Commander general | Game assets are AI geberated | CryCauseDry | - | Sep 7, 2026 | |
Desktop Fighter In-game content art | Generative AI is used only for 2D marketing assets and icons. | KiraKami Games | - | Sep 6, 2026 | |
Spike Trigger Unclear artcode | A big chunk of the code and art was done using AI. | Seatoad LLC | - | Sep 5, 2026 | |
Catstanbul Dev only art | During the visual development process, I used generative AI tools (Leonardo AI, ChatGPT, etc.) to generate initial concept art and ideas. Using these concepts as a foundation, I manually redrew and refined every pixel in Aseprite, split them into layers for parallax effects, and converted them into functional game assets for Unity.
— Esra Soner (Catstanbul's Developer) | Esra Soner | - | Sep 4, 2026 | |
Veridus The Walking Nightmare Store/marketing art | Generative AI tools were used to assist in creating and refining some pre-generated artwork, including promotional and Steam store imagery. All such material was reviewed and edited by the developer. The game does not generate AI content live during gameplay. | MagicCraft | - | Sep 3, 2026 | |
Dungeon Crawl 94: What Was Taken In-game content artaudio | Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay. | Underwood Studios | - | Aug 31, 2026 | |
Beset Store/marketing art | Generated Content: visual art — characters, environment art and store/marketing capsule images created using Google Gemini, then edited and composited by hand. | Joshua T | - | Aug 31, 2026 | |
Heroes of Brihn Store/marketing art | Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations. | Scott Conway | - | Aug 30, 2026 | |
SIMPLE ACTION In-game content audiocode | AI-generated content in this game includes the BGM. Additionally, AI was used to assist in writing code, which was fully reviewed and verified by developer. | Untiteld Folder | - | Aug 29, 2026 |