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.
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.
Road to VerdantSteamI am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
No SurvivorsSteamAI has been used to help with coding, asset generation and voice generation.
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.
ScrapstormSteamThere is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
ALL EYES ON MESteamGenerative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
ONE LAST BEAMSteamGenerative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
Siege of the IsletressSteamGenerative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons.
The Buried LightSteamArtificial Intelligence Usage Notice: We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Diofru: Survivors of the TowerSteamAll 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets.
DET-33SteamSome pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
Cornmaster's FurySteamSprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!)
Died in the Tower AgainSteamPixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
GravefeverSteamAll artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
桃园幸存者:匡扶汉室SteamSome artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer.
Iron FrameSteamAll art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
TOWERPULSESteamSome pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer. TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
噗噗泼噗:色彩有限公司Steam使用ai生成游戏音乐音效;
PHILSEQUE DIVISIONSteamGenerative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
Sanguo SurvivorsSteamThe 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer. All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer. Nothing is generated by AI while you play. All content ships with the game and never changes.
CyberppangkSteamGenerative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
Football Cup SurvivorSteamContenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à produire une partie des illustrations livrées avec le jeu (portraits de personnages, décors, illustrations de cartes, icônes de succès) ainsi que des ressources graphiques de la page du magasin. Toutes les images ont été sélectionnées, retouchées et validées manuellement par le développeur avant intégration. Aucune génération en temps réel pendant le jeu.
Neon HordeSteamText content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
PooDaddySteamWe Use AI to code the game and for Language localization.
Super Piotr DeluxeSteamThis game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing.
HullstormSteamGenerative 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.
Cyber SurvivorsSteamParts 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.
Unhallowed SurvivorsSteamGenerative AI was used during development to assist in creating and refining some visual assets and development materials. All AI-assisted content included in the game and its marketing is reviewed, selected, and edited by the developer before publication. No AI-generated content is created during gameplay.
Icame Isaw IconqueredSteamThis game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE.
Broken OrbitsSteamSome graphical assets and sounds.
Sakura ShirenSteamStore page images are AI generated images
SwarmdleSteamWe use genAI to help with translations, coding, and help develop concept art not used in the final game.
S.A.C.K. - Survive and Choose KnowledgeSteamThis game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer.
電脳防衛戦記SteamGenerative AI was used for in-game text localization with human supervision.
XenoVectorSteamAI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery. AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
TowerMouth ISteamSome of the visuals on our store page and some of the 2D illustrations in our game were created with the help of AI-powered tools.
IDUN RogueSteamDuring development, we used generative AI tools to assist in some content creation and coding.
DreamfendSteamSome assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
Floppy SurvivorsSteamGenerative AI tools were used to assist in the localization process for certain supported languages within the game.
Beyond the First StarSteamGenerative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Desert GrinderSteamThe main menu was generated by AI. Some assets were generated by AI. Some code was generated by AI.
Run, Ronald, RunSteamGenerative AI tools were used to assist with translations of user interface text and game descriptions into some supported languages. All localization content is pre-generated and included in the game files. The game does not generate any content using AI at runtime.
Horde Up AheadSteamSome UI icons are AI-generated.
Penguin FurySteamPenguin Fury uses generative AI tools for part of its content. Localization: The game is available in 39 languages. The original text was written by the developer. The translations were produced with AI translation tools and reviewed before release. Art: Some achievement icons and character/UI artwork were created with the help of AI image tools and then edited by the developer. Store page: Some of the text and images on this store page were created with AI assistance and edited by the developer. No AI content is generated while you play. Everything in the game is created in advance and shipped with the build.
SALTWRATHSteamSome of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use. The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service.
NovaShift: UniverseSteamNovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system.
Starfleet CommanderSteamAI was used in the graphics and programming of this game.
Monster MavericksSteamGenerative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets.
TombslayersSteamSome of the background music and SFX were generated using generative AI (pre-rendered).
| 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 | |
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 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky 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 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
Siege of the Isletress In-game content art | Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons. | Isletress Studios | - | Aug 28, 2026 | |
The Buried Light In-game content art | Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts. | Lupittus | - | Aug 28, 2026 | |
Diofru: Survivors of the Tower In-game content artaudiotext | All 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets. | BEE STAR | - | Aug 28, 2026 | |
DET-33 In-game content artaudio | Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime. | Twinspear | - | Aug 28, 2026 | |
Cornmaster's Fury In-game content art | Sprite assets were made with AI. What can I say? I'm not an artist and can't afford one (though would love to be able to!) | Astrawal Studios | - | Aug 28, 2026 | |
Died in the Tower Again In-game content art | Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code). | BANANAK | - | Aug 26, 2026 | |
Gravefever In-game content artcode | All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs. | Rinami | - | Aug 26, 2026 | |
桃园幸存者:匡扶汉室 In-game content art | Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer. | Anpena | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
TOWERPULSE In-game content artaudio | Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running. | Greg HAT | - | Aug 26, 2026 | |
噗噗泼噗:色彩有限公司 In-game content audio | 使用ai生成游戏音乐音效; | RGBA Games | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Sanguo Survivors In-game content art | The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes. | kevin | - | Aug 25, 2026 | |
Cyberppangk In-game content artaudio | Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay. | Eturnalove | - | Aug 24, 2026 | |
Football Cup Survivor In-game content art | Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à
produire une partie des illustrations livrées avec le jeu (portraits de
personnages, décors, illustrations de cartes, icônes de succès) ainsi que des
ressources graphiques de la page du magasin. Toutes les images ont été
sélectionnées, retouchées et validées manuellement par le développeur avant
intégration. Aucune génération en temps réel pendant le jeu. | illou | - | Aug 24, 2026 | |
Neon Horde In-game content text | Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source. | Guilherme Henrique Amorin | - | Aug 24, 2026 | |
PooDaddy In-game content textcode | We Use AI to code the game and for Language localization. | neeknog | - | Aug 23, 2026 | |
Super Piotr Deluxe In-game content artaudiotext | This game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing. | JuyuLabs | - | 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 | |
Unhallowed Survivors In-game content art | Generative AI was used during development to assist in creating and refining some visual assets and development materials. All AI-assisted content included in the game and its marketing is reviewed, selected, and edited by the developer before publication. No AI-generated content is created during gameplay. | ShoninyasTube | - | Aug 22, 2026 | |
Icame Isaw Iconquered In-game content art | This game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE. | BROKEN STUDIO | - | Aug 22, 2026 | |
Broken Orbits Unclear artaudio | Some graphical assets and sounds. | Buder Games | - | Aug 22, 2026 | |
Sakura Shiren Store/marketing art | Store page images are AI generated images | Jeremy Caudill | - | Aug 22, 2026 | |
Swarmdle Dev only textcodeart | We use genAI to help with translations, coding, and help develop concept art not used in the final game. | Half Concept | - | Aug 22, 2026 | |
S.A.C.K. - Survive and Choose Knowledge In-game content art | This game uses generative AI to create part of its visual content. Specifically, AI tools were used as part of the graphics workflow to generate concept and source material for sprites and artwork, which were then manually reworked, adjusted, and integrated into the final game using Affinity Designer. | Christian Schilling | - | Aug 22, 2026 | |
電脳防衛戦記 In-game content text | Generative AI was used for in-game text localization with human supervision. | HiPe Studio | - | Aug 22, 2026 | |
XenoVector In-game content artcode | AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets. | Sigilo.dev | - | Aug 20, 2026 | |
TowerMouth I In-game content art | Some of the visuals on our store page and some of the 2D illustrations in our game were created with the help of AI-powered tools. | GeekZoneCouch | - | Aug 20, 2026 | |
IDUN Rogue Dev only code | During development, we used generative AI tools to assist in some content creation and coding. | IDUN Interactive | - | Aug 20, 2026 | |
Dreamfend In-game content artaudio | Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay. | Lapchatka | - | Aug 20, 2026 | |
Floppy Survivors In-game content text | Generative AI tools were used to assist in the localization process for certain supported languages within the game. | Beff Inc. | - | Aug 20, 2026 | |
Beyond the First Star In-game content art | Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | AE Games | - | Aug 20, 2026 | |
Desert Grinder In-game content artcode | The main menu was generated by AI.
Some assets were generated by AI.
Some code was generated by AI. | Bernictas Studios | - | Aug 20, 2026 | |
Run, Ronald, Run In-game content text | Generative AI tools were used to assist with translations of user interface text and game descriptions into some supported languages. All localization content is pre-generated and included in the game files. The game does not generate any content using AI at runtime. | Maddie the Magic | - | Aug 20, 2026 | |
Horde Up Ahead In-game content art | Some UI icons are AI-generated. | Aristocrat Mouse | - | Aug 19, 2026 | |
Penguin Fury In-game content textart | Penguin Fury uses generative AI tools for part of its content.
Localization: The game is available in 39 languages. The original text was
written by the developer. The translations were produced with AI translation
tools and reviewed before release.
Art: Some achievement icons and character/UI artwork were created with the help
of AI image tools and then edited by the developer.
Store page: Some of the text and images on this store page were created with AI
assistance and edited by the developer.
No AI content is generated while you play. Everything in the game is created in
advance and shipped with the build. | exklusiva | - | Aug 19, 2026 | |
SALTWRATH In-game content audioart | Some of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use.
The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service. | cfdev | - | Aug 19, 2026 | |
NovaShift: Universe In-game content art | NovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system. | Candan26 | - | Aug 19, 2026 | |
Starfleet Commander Unclear artcode | AI was used in the graphics and programming of this game. | Honeyjam inc | - | Aug 19, 2026 | |
Monster Mavericks In-game content art | Generative AI tools were used in the creation of some visual assets in the game. Some generated artwork was used directly after review, while other generated artwork was edited, modified, or used as a starting point for final assets. | Trevor Allen | - | Aug 19, 2026 | |
Tombslayers In-game content audio | Some of the background music and SFX were generated using generative AI (pre-rendered). | Phantom Realm | - | Aug 17, 2026 |