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.
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.
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.
Kebab Shop SimulatorSteamAI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
No SurvivorsSteamAI has been used to help with coding, asset generation and voice generation.
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.
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.
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.
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.
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.
CRAGGFALLSteamWe are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
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.
Rior's ArenaSteamAI was utilized for sound design.
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/
DuelXSteam### Use of Generative Artificial Intelligence During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation. AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements. It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements. The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me. I want to be transparent with players regarding the use of these technologies in the creation of the game.
Enarian: Orbital CommandSteamAI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Assault Commander RTSSteamVoiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets.
WarchaicSteamGenerative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
Magua: Twenty SorrowsSteamAI was used for programming and helping with translation of the game for other languages than Polish.
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.
Dark Age: Tokens of the FallenSteamSome store Images excluding game play screenshots in the store page for this game are AI generated.
Yushou Xianmen: Mortal RealmSteamThis game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing.
Grumpy DungeonSteamSome of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content.
Just a Rescue, Bro!SteamSome art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Steel CompanySteamSome of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop). Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Bamboo BeatSteamSome audio and translations were made with the assistance of AI.
Stellar CourierSteamI used AI as coding assistant and for generating voiceovers.
Heavyweight BoutSteamDeveloper used AI to create some visual components of the game and Steam store page.
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!)
AnthemborneSteamAI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them. Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
HedgeHoggedSteamThe game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
PixelFallSteamStandard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic. AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself. The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience.
DevilCompanySteamGenerative AI was used for programming assistance and to create some BGM. The generated music was edited and remastered by the developer. All visual assets were created manually without generative AI. No live-generated AI is used during gameplay.
MojiworldSteamDuring development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
429SteamThere is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play.
The Goblin PathSteamGenerative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Slot SiegeSteamDevelopment of the game's code was assisted with AI, and some icons are AI generated.
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.
Tale of Dark LandsSteamText localization
GameOvrd2SteamCertain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
Tower of Annihilation: Welcome to HellSteamPlaceholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity.
RogueSlotSteamSome images and content powered by generative artificial intelligence.
AndreaSteamSome art assets (ui, icons, monster sprites) were created with AI assistance.
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).
Dice After DarkSteamAssets used in this game were created with the assistance of generative AI.
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.
ARCHSCROLLSteamSome Generative AI were used in the process of creating the assets used in the game.
Drawing DeadSteamThis game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
abductedSteamWorking on replacing some audio and a few other visuals that were generated as place holder assets.
| 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 | |
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 | |
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 | |
Kebab Shop Simulator Live AI arttextaudio | AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI | Clayton Games | - | 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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
CRAGGFALL In-game content artcodeaudio | We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations. | SynthForm Studios | - | 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 | |
Rior's Arena In-game content audio | AI was utilized for sound design. | Lanier Labs LLC | - | 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 | |
DuelX In-game content artcode | ### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game. | KV | - | Aug 28, 2026 | |
Enarian: Orbital Command Unclear code | AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human. | Enarian Studios | - | Aug 28, 2026 | |
Assault Commander RTS In-game content audiotextart | Voiceovers, some in-game texts and visual assets are AI-generated. AI was also used to create store and marketing assets. | VTDev Informatikai Kft. | - | Aug 28, 2026 | |
Warchaic In-game content artaudio | Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages. | BIG-E | - | Aug 28, 2026 | |
Magua: Twenty Sorrows In-game content textcode | AI was used for programming and helping with translation of the game for other languages than Polish. | Magua Games | - | 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 | |
Dark Age: Tokens of the Fallen Store/marketing art | Some store Images excluding game play screenshots in the store page for this game are AI generated. | Phoenix Studio | - | Aug 28, 2026 | |
Yushou Xianmen: Mortal Realm In-game content arttextaudio | This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing. | CHENLIN | - | Aug 28, 2026 | |
Grumpy Dungeon In-game content artaudio | Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content. | Sam Mayell | - | Aug 28, 2026 | |
Just a Rescue, Bro! In-game content art | Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime. | XiLing Games | - | Aug 28, 2026 | |
Steel Company In-game content art | Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible. | Gyr Software | - | Aug 28, 2026 | |
Bamboo Beat In-game content audiotext | Some audio and translations were made with the assistance of AI. | Musefarm | - | Aug 28, 2026 | |
Stellar Courier In-game content audio | I used AI as coding assistant and for generating voiceovers. | zamraky.cz | - | Aug 28, 2026 | |
Heavyweight Bout In-game content art | Developer used AI to create some visual components of the game and Steam store page. | GameChanger Studio | - | 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 | |
Anthemborne In-game content art | AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo. | CosmicIonicGames | - | Aug 28, 2026 | |
HedgeHogged Dev only artcode | The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game. | VFX South | - | Aug 28, 2026 | |
PixelFall Dev only code | Standard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic.
AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself.
The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience. | Miguel Benavides | - | Aug 28, 2026 | |
DevilCompany In-game content audio | Generative AI was used for programming assistance and to create some BGM. The generated music was edited and remastered by the developer. All visual assets were created manually without generative AI. No live-generated AI is used during gameplay. | minimir | - | Aug 28, 2026 | |
Mojiworld In-game content artaudio | During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us. | Moji-studios | - | Aug 28, 2026 | |
429 In-game content art | There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play. | ScreamingPie | - | Aug 28, 2026 | |
The Goblin Path Store/marketing art | Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets. | muhohum | - | Aug 27, 2026 | |
Slot Siege In-game content artcode | Development of the game's code was assisted with AI, and some icons are AI generated. | Apt 12 | - | Aug 27, 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 | |
Tale of Dark Lands In-game content text | Text localization | Satur Entertainment | 35 | Aug 27, 2026 | |
GameOvrd2 In-game content art | Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation. | CodeKnight808 | - | Aug 26, 2026 | |
Tower of Annihilation: Welcome to Hell In-game content art | Placeholder art assets for the demo are ai-generated, but will be replaced with human art at the earliest reasonable opportunity. | Aaron Clark | - | Aug 26, 2026 | |
RogueSlot Unclear art | Some images and content powered by generative artificial intelligence. | appointed. | - | Aug 26, 2026 | |
Andrea In-game content art | Some art assets (ui, icons, monster sprites) were created with AI assistance. | Lizel | - | Aug 26, 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 | |
Dice After Dark In-game content art | Assets used in this game were created with the assistance of generative AI. | Dano Sato | - | 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 | |
ARCHSCROLL In-game content artaudiocodetext | Some Generative AI were used in the process of creating the assets used in the game. | DAYNIMIC | - | Aug 26, 2026 | |
Drawing Dead In-game content artcode | This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime. | TuttiTeam | - | Aug 26, 2026 | |
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 |