Draw My HomeSteamAI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images.
- Creator
- Happy Fish
- Reviews
- -
- Added
- Aug 28, 2026
Draw My HomeSteamAI‑generated music is used in this game, and some artwork was created with reference to AI‑generated images.
Terraform Co: Factory and CitySteamAI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content. Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer. Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Own The MapSteamSome visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Wager of BannersSteamSome small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
A Vila Sobre o PoçoSteamWe used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play.
TOWERPUNKSteamAll art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
One More WaveSteamAI was used to assist with writing the game source code. All visual assets are handmade pixel art by the author. All audio assets are licensed from 3rd party sample banks.
Dominar SanctumSteamThe vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked. These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Hanok: From Thatch to PalaceSteamThe game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
Salt of the EarthSteamAI was used to assist with localised translations.
火箭工厂 Rocket FactorySteamSome of the artwork materials in this work are generated using AI
Industry UnboundSteamIndustry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay.
1200 BCSteamWe use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Fab.exeSteamGenerative AI was used during development to create selected pre-generated store graphics, story illustrations, and in-game art. These assets were reviewed and edited before inclusion. The game does not generate AI content at runtime and does not send player input or personal data to AI services.
Lord of the TilesSteamUI Elements, sounds.
Neural GoblinsSteamSome visual assets in this game were generated using AI.
水浒英雄传:八幕战役Steam本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。
Roads Beneath The CrownSteamThis game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game. The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
KeepshoreSteamAI is used to help with code and assets. The game is still mostly human built, especially all game mechanics.
DawnsteadSteamGenerative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content.
Sim builderSteamThe game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Bubblecore: SurvivorsSteamGenerative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer. Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
四季餐厅SteamOnly using AI for game code development
Powder Inc.Steam- AI content is focused on code implementation, review, and optimization. - Game currently contains no audio, when implemented audio will be human made. - Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets) - All economic and management systems are developed by humans.
POLISSteamPortions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime.
Spellarium 14SteamAI polished artwork (for a part of the visual content) AI translation and proofreading
BottlecappersSteamLocalizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made.
Construction CompanySteamGenerative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay.
Rail CapitalSteamBackground music and placeholder images
AngkorSteamSome assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
the CellarerSteamSome parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service.
TechnologiaSteamThe game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime.
荒野调查队Steam营销材料部分用AI生成
StoneEraSteamGenerative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game.
City and WarSteamGenerative AI was used during development to assist in the creation of certain pre-generated game content, including some in-game visual art assets, the game’s title logo, and promotional materials for the Steam store page. All final content was reviewed, curated, edited, and implemented by the developer. No generative AI is used at runtime, and the game does not generate live AI content for players.
Legacy of the Ark: Beneath the Broken SkySteamGenerative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes. Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator.
Stelvyr: Colony DefenseSteamGenerative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay.
鍋與冒險SteamSome images / game code / i18n text
Portrise IdleSteamSome visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay.
National Park TycoonSteamAI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop. As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting! That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game.
MetabolisSteamParts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.
Stranding EchoesSteamGenerative AI was used strictly for debugging and optimization. No AI was used to generate art, music, etc.
Ski Lines: Trail MapSteamSki Lines is a solo-developed indie game created with the help of generative AI tools. AI was used throughout production to support artwork creation, music and sound design, code assistance, prototyping, iteration, and marketing assets. Every AI-assisted element was curated, edited, and integrated by the developer to fit the game’s minimalist ski-map aesthetic and gameplay vision. The use of AI helped accelerate production while preserving human creative direction, design decisions, quality control, and final authorship.
Scandinavian Cottage Survival SimulatorSteamGenerative AI was used to create some in-game character artwork and to assist with voice-over and subtitle creation.
Mox ModularSteamNothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced.
UltracodeSteamDevelopment is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline.
Golf Course Architect TycoonSteamAI was used to assist in the generation of music, and some art assets.
CAPITALIUMSteamThis game uses AI-generated art and audio assets created during development.
MergeopolisSteamGenerative AI was used throughout nearly every aspect of this game's development and production. AI and a human developer formed an unholy union of sound and mind (a merge, if you will) to birth this production. No generative AI runs during gameplay. Its contributions were created during development.
DawnkeepSteamAI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Terraform Co: Factory and City Store/marketing text | AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page. | Melon Dev | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Wager of Banners In-game content art | Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service. | Curds & Crowns | - | Aug 28, 2026 | |
A Vila Sobre o Poço In-game content artaudio | We used generative AI tools during development to help create pre-rendered assets: part of the visual art (environments, buildings, characters and interface elements), the music, and store page artwork. All AI-generated content was reviewed, edited and assembled by us. Generative AI is not used at runtime — the game generates no AI content while you play. | STREAM ON | - | Aug 28, 2026 | |
TOWERPUNK Dev only codetext | All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer. | TESSERAX GAMES | - | Aug 28, 2026 | |
One More Wave Dev only code | AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks. | Juha Kiili | - | Aug 28, 2026 | |
Dominar Sanctum In-game content arttextaudio | The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release. | Florisworlds GmbH | - | Aug 27, 2026 | |
Hanok: From Thatch to Palace In-game content text | The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY). | WATSI | - | Aug 26, 2026 | |
Salt of the Earth In-game content text | AI was used to assist with localised translations. | Cattrall Games | - | Aug 26, 2026 | |
火箭工厂 Rocket Factory In-game content art | Some of the artwork materials in this work are generated using AI | Fame Studio | - | Aug 26, 2026 | |
Industry Unbound In-game content art | Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay. | TU HENGYU | - | Aug 25, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
Fab.exe In-game content art | Generative AI was used during development to create selected pre-generated store graphics, story illustrations, and in-game art. These assets were reviewed and edited before inclusion. The game does not generate AI content at runtime and does not send player input or personal data to AI services. | BT Studio | - | Aug 24, 2026 | |
Lord of the Tiles Unclear artaudio | UI Elements, sounds. | Funzen Foundation | - | Aug 24, 2026 | |
Neural Goblins In-game content art | Some visual assets in this game were generated using AI. | Grey Chan's Lab | - | Aug 23, 2026 | |
水浒英雄传:八幕战役 In-game content art | 本游戏的部分角色立绘、单位动画与美术素材使用生成式人工智能工具预先生成,之后由开发者筛选、编辑并整合进游戏。游戏运行过程中不会实时生成 AI 内容。 | dztdash | - | Aug 22, 2026 | |
Roads Beneath The Crown In-game content arttext | This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay. | Wayward Salmon | - | Aug 22, 2026 | |
Keepshore Dev only codeart | AI is used to help with code and assets. The game is still mostly human built, especially all game mechanics. | fp32.ai LLC | - | Aug 22, 2026 | |
Dawnstead In-game content art | Generative AI was used to assist with some promotional artwork for the Steam store page. All gameplay screenshots and trailer footage are captured from the actual game. The game itself does not contain AI-generated content. | Dawnstead Games | - | Aug 22, 2026 | |
Sim builder Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | SimSam | - | Aug 22, 2026 | |
Bubblecore: Survivors In-game content artaudio | Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing. | King Suslik Games | - | Aug 20, 2026 | |
四季餐厅 Dev only code | Only using AI for game code development | 安道尔的风 | - | Aug 20, 2026 | |
Powder Inc. Dev only code | - AI content is focused on code implementation, review, and optimization.
- Game currently contains no audio, when implemented audio will be human made.
- Graphics are parametrically (rules based) created and modified by humans. (No AI 3D model assets)
- All economic and management systems are developed by humans. | Whirlwind Consultants Inc. | - | Aug 20, 2026 | |
POLIS In-game content textart | Portions of the game's written content (event texts, character letters, narrative descriptions) and the English localization were created with the assistance of generative AI tools, under the developer's direction, with human review and editing of all content. Some artwork was created with AI image tools and manually edited. No content is generated by AI at runtime. | Afterwork Studio | - | Aug 20, 2026 | |
Spellarium 14 In-game content arttext | AI polished artwork (for a part of the visual content)
AI translation and proofreading | LGT SIA | - | Aug 20, 2026 | |
Bottlecappers In-game content text | Localizations other than Italian are AI-assisted, with human and community review ongoing during development. All game design, writing, and art direction are human-made. | ShardanaForge | - | Aug 20, 2026 | |
Construction Company In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D visual assets used in the game. All such content was generated and reviewed during development and is included as static game assets. No content is generated by AI during gameplay. | Single Game Production | - | Aug 20, 2026 | |
Rail Capital Unclear audioart | Background music and placeholder images | Dave Ramsey | - | Aug 19, 2026 | |
Angkor In-game content artaudiotextcode | Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay. | Trippy Bento Studio | - | Aug 19, 2026 | |
the Cellarer In-game content arttextcode | Some parts of the Cellarer were made with the help of generative AI tools: portions of the source code, some of the in-game icons and sfx / vfx, some store and marketing text, and some marketing artwork and assets were AI-assisted, then reviewed, edited and integrated by hand before shipping. The game itself contains nothing live-generated — no AI runs while you play, and the game never connects to an AI service. | Quiescent Works | - | Aug 19, 2026 | |
Technologia In-game content arttext | The game's 2D artwork, including card and unit illustrations, worker portraits, and store assets, was generated with AI image tools and then reviewed, selected, and edited by the developer. Parts of the in-game text and localizations were also written with AI assistance. The game does not generate any content with AI at runtime. | Ihor Zevako | - | Aug 19, 2026 | |
荒野调查队 Store/marketing art | 营销材料部分用AI生成 | 无限工作室 | - | Aug 16, 2026 | |
StoneEra In-game content art | Generative AI tools were used during development to assist in the creation of some 3D assets. All AI-assisted content was reviewed, edited, and integrated by the developer before being included in the game. | Arrock Games | - | Aug 16, 2026 | |
City and War In-game content art | Generative AI was used during development to assist in the creation of certain pre-generated game content, including some in-game visual art assets, the game’s title logo, and promotional materials for the Steam store page. All final content was reviewed, curated, edited, and implemented by the developer. No generative AI is used at runtime, and the game does not generate live AI content for players. | Baicheng Zhang | - | Aug 16, 2026 | |
Legacy of the Ark: Beneath the Broken Sky In-game content codeart | Generative AI was used for deep game simulation to assist with designing difficulty curves and testing in game mathmatical calculations. It was also used for designing alternative UI Models for cosmetic changes.
Game Design, layout, original creations, music, sound, story, plots, etc. were Designed entirely by the Creator. | Broken Ark Studios | - | Aug 16, 2026 | |
Stelvyr: Colony Defense In-game content codeart | Generative AI tools were used during development for limited coding assistance and as a starting point for some 3D assets. All AI-assisted content was reviewed, modified, and integrated by the developer. No generative AI is used during gameplay. | CannyEdge Interactive | - | Aug 16, 2026 | |
鍋與冒險 Unclear artcodetext | Some images / game code / i18n text | CYCLOPS | - | Aug 16, 2026 | |
Portrise Idle In-game content art | Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay. | baldgames | - | Aug 14, 2026 | |
National Park Tycoon In-game content art | AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.
As this is primarily a management game, we focused heavily on the gameplay mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!
That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game sells well enough, and we will release the updated art as a patch to all users who have previously purchased the game. | Sunshine Toys and Games | - | Aug 14, 2026 | |
Metabolis In-game content codeaudioart | Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services. | QUENCH FORGE | - | Aug 13, 2026 | |
Stranding Echoes Dev only code | Generative AI was used strictly for debugging and optimization. No AI was used to generate art, music, etc. | Mend Games | - | Aug 13, 2026 | |
Ski Lines: Trail Map In-game content artaudiocode | Ski Lines is a solo-developed indie game created with the help of generative AI tools. AI was used throughout production to support artwork creation, music and sound design, code assistance, prototyping, iteration, and marketing assets.
Every AI-assisted element was curated, edited, and integrated by the developer to fit the game’s minimalist ski-map aesthetic and gameplay vision. The use of AI helped accelerate production while preserving human creative direction, design decisions, quality control, and final authorship. | Yunogames | - | Aug 13, 2026 | |
Scandinavian Cottage Survival Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork and to assist with voice-over and subtitle creation. | IORDER SRL | - | Aug 12, 2026 | |
Mox Modular In-game content art | Nothing in-game is AI made but some of the promotional art for the game has AI elements or are AI enhanced. | Raadios | - | Aug 12, 2026 | |
Ultracode Dev only codeartaudio | Development is AI-assisted: source code, the procedural asset factories (meshes, MetaSound hero sounds, code-driven UMG) and docs are written with AI tooling under human review in-repo. No external generative-AI image/audio assets are imported; everything ships from the code-authored pipeline. | Lava Block | - | Aug 11, 2026 | |
Golf Course Architect Tycoon In-game content audioart | AI was used to assist in the generation of music, and some art assets. | Top Shop Technology | - | Aug 8, 2026 | |
CAPITALIUM In-game content artaudio | This game uses AI-generated art and audio assets created during development. | WinFive Games | - | Aug 8, 2026 | |
Mergeopolis Dev only | Generative AI was used throughout nearly every aspect of this game's development and production. AI and a human developer formed an unholy union of sound and mind (a merge, if you will) to birth this production.
No generative AI runs during gameplay. Its contributions were created during development. | Obsolete Robot | - | Aug 7, 2026 | |
Dawnkeep Dev only codetext | AI tools were used as assistive tools during development, specifically for code writing and text proofreading. No AI-generated content is used in the game's art assets, sound effects, or music. | Zang | - | Aug 7, 2026 |