The background images and horses pictures are pre-rendered AI art
- Creator
- Quantum Quiver Games
- Reviews
- -
- Added
- Oct 7, 2026
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The background images and horses pictures are pre-rendered AI art
Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI.
Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
AI tools were used during development to create some sound effects and voice audio, and to assist with store-page text. These assets and text are prepared in advance.
AI was used to assist in the creation of the character artwork AI was also used to assist in the creation of the game's promotional posters
Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer. No generative AI is used during gameplay, and the game does not generate content in real time.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development.
Generative AI was used to assist with the creation and refinement of some visual assets and promotional materials.
Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release. In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art. All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators.
Marketing materials, audio.
Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools
Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design. Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand. 3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it. Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings. Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour. Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service.
The in-game illustrations in this game were created with generative AI image tools. This covers: - The background art for the 16 town illustrations - The turtle and enemy character art - The single-image art for the opening and ending - The dojo and battle backgrounds - The celebration art shown at gold milestones - The application icon The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game. Generative AI was also used for part of the text: - All English text was translated from Japanese with generative AI - In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI Generative AI was not used for: - The opening and ending text - Music and sound effects (these are synthesized by the program's own waveform code) - The developer's logo The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements.
The music under the trailer is generated by Suno. That's it. I ain't a musician.
The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play.
Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay.
character design
Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime.
Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory.
AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay.
Generative AI was used as a development tool to assist with programming and debugging.
Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer.
Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development.
Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay.
Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime.
Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists. Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time!
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Spirit Gems features artwork developed with generative AI.
Generative AI was used to assist in creating some in-game content, as well as store and library artwork. AI tools also assisted with store descriptions and translations.
Generative AI was used during development for some cabin and promotional artwork, written text, and localization. The marine-life videos are real underwater footage from NOAA Ocean Exploration. No AI content is generated and no external AI services are connected during play.
Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running.
Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay.
I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page: - Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel - Store page art (capsules, library images, logo) - Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved. No AI model runs while the game is playing. The build is fully offline.
This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing. Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects. All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer.
We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chronime Puzzle: Horses In-game content art | The background images and horses pictures are pre-rendered AI art | Quantum Quiver Games | - | Oct 7, 2026 | |
새벽별 고양이 Store/marketing art | Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI. | 나인티세븐스스튜디오 | - | Oct 7, 2026 | |
A Cup of Cat In-game content text | Generative AI tools were used during development to assist with drafting and refining portions of the game's store-page copy, localization, and player-facing text. All AI-assisted content was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | fatcat | - | Oct 7, 2026 | |
Fishpals In-game content audiotext | AI tools were used during development to create some sound effects and voice audio, and to assist with store-page text. These assets and text are prepared in advance. | Armada Interactive | - | Oct 7, 2026 | |
Boxes Grow Cats Store/marketing art | AI was used to assist in the creation of the character artwork
AI was also used to assist in the creation of the game's promotional posters | 幻想叙事工作室Mirage Tales Studio | - | Oct 7, 2026 | |
DEMON JACKPOT In-game content artaudiotext | Various visual and audio assets, translations, and promotional materials were created with the assistance of generative AI tools. All AI-assisted content was selected, reviewed, and integrated by the developer.
No generative AI is used during gameplay, and the game does not generate content in real time. | Root | - | Oct 6, 2026 | |
Summoner Shop Simulator In-game content art | AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content. | Odd Ritual Games | - | Oct 6, 2026 | |
LLamas & Alpacas In-game content arttext | Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay. | Dream Factory Solutions | - | Oct 6, 2026 | |
Pocket Pasture In-game content art | As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer. | OxygenStudio | - | Oct 6, 2026 | |
Packlore Store/marketing artcode | Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development. | Infinity aspect | - | Oct 6, 2026 | |
Woollings In-game content art | Generative AI was used to assist with the creation and refinement of some visual assets and promotional materials. | Softlight Studio | - | Oct 4, 2026 | |
水族派對 In-game content art | Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release.
In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art.
All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators. | NSN GAMES | - | Oct 4, 2026 | |
DRIMO: The Play Pact Store/marketing audioart | Marketing materials, audio. | DrimoStudios | - | Oct 4, 2026 | |
Dust & Dig In-game content artaudio | Some 3D models, item icons, textures and UI art, sound effects and music were made with generative AI tools | EEE Games | - | Oct 3, 2026 | |
World of ALPA In-game content arttext | Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay. | Nater Studio | - | Oct 3, 2026 | |
Ashes of Midgard In-game content textart | AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets. | EverTier Games | - | Oct 2, 2026 | |
Ratiator In-game content arttext | Ratiator is made by a small independent studio, and generative AI is one of the tools that lets a tiny team build a world this big. Every piece of AI-assisted content was directed, selected and refined by us to match our own art direction and design.
Artwork: backgrounds, UI elements, event illustrations, icons and key art were created with AI image tools from our concepts and art direction, then curated, edited and assembled by hand.
3D models: our rats and their household-junk weapons and armour started as AI-generated 3D models built from our concept art. We then rigged, fitted, animated and tuned them with our own tools, so every rat moves and fights the way we designed it.
Animation: a few short cinematic clips and the living light in some backgrounds (flickering lanterns, flowing water) were made with AI video tools and blended into our original paintings.
Writing: story and event texts were drafted with the help of an AI writing assistant, then edited and shaped by us to fit the world and its humour.
Nothing in the game is generated by AI while you play. Every fight, rat and story event is driven by the game's own systems, and no player data is sent to any AI service. | Akando Games | - | Oct 1, 2026 | |
カメノミクス - Tortoise Trader In-game content arttext | The in-game illustrations in this game were created with generative AI image tools. This covers:
- The background art for the 16 town illustrations
- The turtle and enemy character art
- The single-image art for the opening and ending
- The dojo and battle backgrounds
- The celebration art shown at gold milestones
- The application icon
The developer selected from the generated candidates and adjusted them (resizing, cropping and similar) before including them in the game.
Generative AI was also used for part of the text:
- All English text was translated from Japanese with generative AI
- In the Japanese version, the on-screen guidance, the how-to-play pages, item descriptions, the store description, and some names of goods, places and characters were written with the help of generative AI
Generative AI was not used for:
- The opening and ending text
- Music and sound effects (these are synthesized by the program's own waveform code)
- The developer's logo
The game never calls generative AI while it is running. It can be played offline; its only external communication is with the Steam client, to record Steam achievements. | はたらいてみよっか | - | Oct 1, 2026 | |
Frog Planter Store/marketing audio | The music under the trailer is generated by Suno. That's it. I ain't a musician. | Lazy Platypus Kft. | - | Oct 1, 2026 | |
Desklings In-game content text | The in-game text and the store page text, including the Korean, Japanese and Simplified Chinese translations, were written with the help of AI. Nothing is generated by AI while you play. | Doodle Nest | - | Sep 30, 2026 | |
Atharia In-game content art | Atharia uses generative AI tools under the developer's constant direction. The combat animations are AI-generated video clips, converted into sprites and integrated into custom-built staging. Background environments and interface elements are also created with AI assistance. Every asset is art-directed, selected and validated by the developer before it enters the game. | Symbolics Games | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
Murciavania In-game content artaudiotextcode | Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played. | Manuel Manzano | - | Sep 30, 2026 | |
DeskFins: Desktop Aquarium Store/marketing art | Generative AI tools were used to help create some store and promotional artwork, including capsule images and Steam library artwork. These assets were prepared before release. The game does not generate AI content during gameplay or connect to external AI services. | 藍色天空 | - | Sep 30, 2026 | |
ABYSSRIUM In-game content arttextaudio | Generative AI was used to assist in creating pre-generated in-game content, including visual assets, text, and audio, as well as certain Steam store and marketing materials. The game does not use generative AI to generate content in real time during gameplay. | FLERO GAMES | - | Sep 30, 2026 | |
Necromarch art | character design | MGM LLC | - | Sep 30, 2026 | |
Waters Store/marketing art | Generative AI tools were used to assist in creating selected store and promotional artwork. All such assets were subsequently edited, modified and finalized by a human artist. The game itself does not generate AI content at runtime. | Mad Wizards | - | Sep 30, 2026 | |
MemTown In-game content art | Some 3D models and textures in MemTown were created or converted with the assistance of generative AI during development. These assets are used for certain tools, capture capsules, resource objects, and production facilities in the territory. | Mememememem | - | Sep 30, 2026 | |
Beastforger Autobattle In-game content artaudiotext | AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay. | Will ideas | - | Sep 28, 2026 | |
NightGlow : Aquarium Shop Simulator Dev only code | Generative AI was used as a development tool to assist with programming and debugging. | Square Toast | - | Sep 28, 2026 | |
Tidyspell In-game content codeart | Generative AI was used as an assistive development tool for programming, debugging and technical problem solving. Some developer created 2D concepts may also be refined using generative AI. Final creative direction, editing, implementation, game design and level design are handled by the developer. | Turshu Games | - | Sep 28, 2026 | |
开缸大吉 In-game content arttext | Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development. | Wuhan Wind Tunnel Network Technology Co., Ltd. | - | Sep 28, 2026 | |
Roll Pick Go! In-game content arttext | Generative AI tools were used during development to create and revise some character artwork, backgrounds, icons, visual-effect assets, and promotional images, and to assist with localization. These assets and texts are prepared before release. The game does not generate AI content during gameplay or connect to a generative AI service during gameplay. | GGMCO | - | Sep 27, 2026 | |
Dino Warband In-game content arttext | Pre-generated generative AI tools were used during development to assist with some UI assets, text, and localization. All AI-assisted content was reviewed and edited by the developer before inclusion in the game or store materials. No generative AI is used at runtime. | Slate Relay | - | Sep 27, 2026 | |
Idle Alien Fishing In-game content text | Generative AI tools were used to assist with localization during development. All in-game art assets were hand-drawn, manually edited, and refined by the creator. No generative AI is used while the game is running. | AndrewKndd | - | Sep 27, 2026 | |
角落的观鸟大年 In-game content artaudiotext | Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play. | 歪DOC | - | Sep 27, 2026 | |
潮汐日记 In-game content arttext | Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists.
Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time! | XIBINGOU | - | Sep 27, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Spirit Gems In-game content art | Spirit Gems features artwork developed with generative AI. | Recoil Mojo | - | Sep 25, 2026 | |
Tales of Aetherland In-game content arttext | Generative AI was used to assist in creating some in-game content, as well as store and library artwork. AI tools also assisted with store descriptions and translations. | 枫火火007 | - | Sep 25, 2026 | |
DEEP BLUE CONTACT Store/marketing arttext | Generative AI was used during development for some cabin and promotional artwork, written text, and localization. The marine-life videos are real underwater footage from NOAA Ocean Exploration. No AI content is generated and no external AI services are connected during play. | MIKADO WORKS | - | Sep 25, 2026 | |
Mebula Legends In-game content art | Generative AI tools were used during development to create pre-rendered assets: creature and building artwork, icons, 3D models and parts of the store graphics. All assets were selected, edited and integrated by the developers. The game does not generate any content with AI while it is running. | Bitmeup | - | Sep 25, 2026 | |
MONSTER ENHANCEMENT In-game content artaudiotext | Generative AI was used to create artwork, videos, music, sound effects, and translations during development. No AI content is generated during gameplay. The game does not connect to external AI services during gameplay. | ArchSeed Games | - | Sep 24, 2026 | |
Pawper: Desktop Pet In-game content art | I'm a solo developer and I'm not a 3D modeler. Generative AI is what made Pawper possible at all: the in-game items and the game's icons were created with AI 3D tools, and I assembled the store capsules by hand from those elements. Sound effects and music are mostly licensed or hand-made. Nothing is generated by AI while the game is running. | LUMO Technology & Software Innovation | - | Sep 24, 2026 | |
Taktiko Maxima Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 22, 2026 | |
SoulMonsters Ariel, Queen of the Sea In-game content arttext | AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline. | Industrial Miracle | - | Sep 22, 2026 | |
Hex Reverse In-game content artaudiocode | This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing.
Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects.
All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer. | IsaoWorks | - | Sep 22, 2026 | |
POCKET MONSTERS AUTOBATTLER In-game content artcode | We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it. | Mokujin | - | Sep 22, 2026 | |
Desktop Tide In-game content arttext | Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services. | Moonwrought Studio | - | Sep 22, 2026 | |
Abyssal Evolution In-game content arttextaudio | Some assets, localization content, sound effects, and music were created using generative artificial intelligence (AI). | Passive Games | - | Sep 22, 2026 |