ๅฑใใณSteam3D assets, UI, and audio were created using AI-generated base materials, with some manual modifications and adjustments.
- Creator
- Raged LOL
- Reviews
- -
- Added
- Sep 13, 2026
ๅฑใใณSteam3D assets, UI, and audio were created using AI-generated base materials, with some manual modifications and adjustments.
Turing's HiveSteamGenerative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime.
Neon BastionSteamNeon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Neon EndstateSteamDevelopment used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
ShapePackSteamPre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service.
Dead MarketSteamThe illustrations in Dead Market โ the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome โ were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game. Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry.
Soul Monsters: Gael's SurvivalSteamSome pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored. ์ผ๋ถ 2D ์ํธ(๋ชฌ์คํฐ ์คํ๋ผ์ดํธยท์บ๋ฆญํฐ ์ผ๋ฌ์คํธ)๋ AI ์ด๋ฏธ์ง ๋๊ตฌ๋ก ์ด์์ ๋ง๋ ๋ค ๊ฐ๋ฐ์๊ฐ ์์ผ๋ก ์์ ยท์ ๋ฆฌํ์ต๋๋ค. ๊ฒ์ ๋ด ๊ธ ์ผ๋ถ์ EN/RU/JA ๋ฒ์ญ์ AI ๋ณด์กฐ๋ก ์ด์์ ์ฐ๊ณ ๊ฐ๋ฐ์๊ฐ ๊ฒํ ํ์ต๋๋ค. ๊ฒ์ ์คํ ์ค AI ๊ฐ ์์ฑํ๋ ์ฝํ ์ธ ๋ ์์ต๋๋ค.
CatoscopeSteamAI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer.
Starflare DominionSteamStarflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
Bake It TightSteamGenerative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included.
Hex & TonicSteamI am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you.
Last HaulSteamSome pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Project PokerSteamAI was used to assist in generating some artwork and opponent profile images featured in the game.
OrderfallSteamGenerative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics.
SOS :Should I Stay or Should I HitSteamSome assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons.
Jumping JimothySteamThe artwork in this game was pre generated with AI tools, then cut, curated, corrected and animated by the developer before it shipped. This covers the character art, the city backdrops, the item and badge icons, and the store capsules. All code, level design, music and written text are the developer's own. No third party artwork was used as a source.
The Last RollSteamGenerative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game.
ShardkeepSteamSome of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
PERIHELIASteamThe soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content โ art, code, visual effects โ is authored directly and drawn procedurally, with no AI involvement.
CutsetSteamStore page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers. All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play.
CamedieoSteamGenerative AI tools were used in the creation of certain assets for Camedieo. Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction.
LiquiditySteamSome of the artwork and text content in this game was created with the help of generative AI.
Peasants in a HoleSteamArt and Code! Baby Art and Code! ...it's the end of the world as we know it...and I feel fine.
Dread AdmiralSteamLocalization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer. The developer is actively seeking to replace any machine-generated localization over time.
PARAGON 21SteamSome visual assets in this game โ including character portraits, illustrations, and marketing images โ were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay.
Not AgainSteamI used AI to generate some minor 2D pixel art assets like a cage and some props.
ProtocellSteamProtocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else โ the code, the design, the pixel art and the procedurally generated creatures โ is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play.
GreedspireSteamSome of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Electric Crust: Galactic Pizza DeliverySteamElectric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses. The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls of any kind.
Mool: ChromaSteamART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer. TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping. Nothing is generated live during gameplay.
Bullet's Deal: Split the FortuneSteamGenerative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Pogo GnomSteamThe game is a single hand-maintained source file. It was written together with an AI coding assistant. Every change was reviewed, tested and integrated by the developer; the game ships with its own automated test suite.
Punch The MonkeySteamSome of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content โ all art, animation, and text are fixed at release and identical for every player.
Seed MoneySteamSeed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team.
Reaper GoStopSteamThe development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness.
Play the Wor!dSteamGenerative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the gameโs background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services.
Echo SeekersSteamThis game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision.
HumaSteamGenerative AI was used to assist with writing portions of the gameโs code and store page.
Flippy the SpiderSteamAI was used solely for localization purposes.
ScrapstormSteamThere is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output โ the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
Sky HopperSteamSome pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Spell UnboundSteamSome sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service.
Card SlaySteamSome of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
Fading EdgeSteamMusic and images created with AI assistance.
Devour & EvolveSteamGenerative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input.
Iron FrameSteamAll art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites โ nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
Crazy PocketSteamAI was only used to generate minimal resources to support ball and chalk design. All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
WardstoneSteamSome of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Fortuna's LedgerSteamSome of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand.
DoomsayerSteamSome of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service.
| Titleโ | Disclosure | Creatorโ | Src | Reviewsโ | Addedโ |
|---|---|---|---|---|---|
ๅฑใใณ In-game content artaudio | 3D assets, UI, and audio were created using AI-generated base materials, with some manual modifications and adjustments. | Raged LOL | - | Sep 13, 2026 | |
Turing's Hive In-game content arttext | Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime. | CounterRocks | - | Sep 12, 2026 | |
Neon Bastion In-game content arttext | Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay. | Kasperzack Games | - | Sep 12, 2026 | |
Neon Endstate In-game content arttext | Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references. | Kasperzack Games | - | Sep 12, 2026 | |
ShapePack In-game content codetextart | Pre-generated AI tools were used during development to assist with portions of source code and localization, and to create the store capsule/key artwork. All outputs were reviewed, edited, and curated by the developers. The game's playable visuals are rendered procedurally by the shipped code. The product contains no live-generative AI, does not accept AI prompts from players, and does not send player data to an AI service. | Robert & Dad | - | Sep 12, 2026 | |
Dead Market In-game content art | The illustrations in Dead Market โ the 247 card images, the cutscene plates, the premises backdrops and the nine-slice chrome โ were generated with image models during development, then selected, corrected, composed and integrated by hand against the game's own manifest. Everything that displays a live value is drawn procedurally in the engine rather than being an image. The spoken lines were synthesised from a written script, one voice per character, and edited into the game.
Nothing is generated while the game runs. There is no model in the build, no network code and no telemetry. | Bartjuh3 | - | Sep 12, 2026 | |
Soul Monsters: Gael's Survival In-game content arttext | Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
์ผ๋ถ 2D ์ํธ(๋ชฌ์คํฐ ์คํ๋ผ์ดํธยท์บ๋ฆญํฐ ์ผ๋ฌ์คํธ)๋ AI ์ด๋ฏธ์ง ๋๊ตฌ๋ก ์ด์์ ๋ง๋ ๋ค ๊ฐ๋ฐ์๊ฐ ์์ผ๋ก ์์ ยท์ ๋ฆฌํ์ต๋๋ค. ๊ฒ์ ๋ด ๊ธ ์ผ๋ถ์ EN/RU/JA ๋ฒ์ญ์ AI ๋ณด์กฐ๋ก ์ด์์ ์ฐ๊ณ ๊ฐ๋ฐ์๊ฐ ๊ฒํ ํ์ต๋๋ค. ๊ฒ์ ์คํ ์ค AI ๊ฐ ์์ฑํ๋ ์ฝํ
์ธ ๋ ์์ต๋๋ค. | Industrial Miracle | - | Sep 10, 2026 | |
Catoscope In-game content artaudiocode | AI tools were used during development to assist with code, artwork, music, and other production tasks. All creative direction, design decisions, implementation, integration, testing, and final selection of content were handled by the developer. | skeleton picture | - | Sep 10, 2026 | |
Starflare Dominion Live AI artaudiotext | Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed. | Whimstead LLC | - | Sep 10, 2026 | |
Bake It Tight In-game content text | Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included. | Cabbi Games | - | Sep 10, 2026 | |
Hex & Tonic In-game content art | I am a professional artist who lost the majority of my vision many years ago. Now legally blind, I use AI to generate base images and I create what I call "Hybrid Art", in which I combine my own art and skills with the generations to still create art that I love. This technique has been used in Hex & Tonic for card art, store page art, etc. I hope it brings you as much joy as I got creating for you. | Lorewright Studios | - | Sep 10, 2026 | |
Last Haul In-game content arttext | Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime. | Eryk Wลoszczyลski | - | Sep 9, 2026 | |
Project Poker In-game content art | AI was used to assist in generating some artwork and opponent profile images featured in the game. | Nathan French | - | Sep 9, 2026 | |
Orderfall In-game content arttextaudio | Generative AI tools were used for pre-rendered character portraits, title/key artwork and other game illustrations, portions of promotional video and audio, marketing artwork, and assistance with localized text. These assets and text were reviewed and edited for the game. Orderfall does not generate AI content during gameplay or connect to an external AI service. The live-action-style Captain Cook teaser is dramatized promotional footage; the game itself uses pixel-art graphics. | IHABAPLAN | - | Sep 9, 2026 | |
SOS :Should I Stay or Should I Hit In-game content artaudio | Some assets in this game were created with the help of generative AI. Generative AI was used to produce background art, background music, sound effects, and in-game icons. | AFTERTIME.INC | - | Sep 7, 2026 | |
Jumping Jimothy In-game content art | The artwork in this game was pre generated with AI tools, then cut, curated, corrected and animated by the developer before it shipped. This covers the character art, the city backdrops, the item and badge icons, and the store capsules. All code, level design, music and written text are the developer's own. No third party artwork was used as a source. | Sky Wolf Studio | - | Sep 6, 2026 | |
The Last Roll In-game content artaudiotext | Generative AI tools were used during development to assist with certain parts of the game, including code and game assets such as artwork, audio, and localization. All AI generated content has been reviewed before being included in the game. | Aspiro Games | - | Sep 5, 2026 | |
Shardkeep In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Sep 4, 2026 | |
PERIHELIA In-game content audio | The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content โ art, code, visual effects โ is authored directly and drawn procedurally, with no AI involvement. | Miroslav Hrnฤรญล | - | Sep 3, 2026 | |
Cutset Store/marketing arttext | Store page and marketing capsule artwork was drafted with generative AI, then quantized to a fixed 9-colour pixel palette and hand-adjusted before use. Interface translations outside Simplified Chinese and English were produced by machine translation and have not been reviewed by native speakers.
All in-game visuals, the user interface, the wordmark and the achievement icons are drawn programmatically in code and contain no AI-generated content. The game does not invoke generative AI at runtime; nothing is generated while you play. | DAWEI GAO | - | Sep 3, 2026 | |
Camedieo In-game content art | Generative AI tools were used in the creation of certain assets for Camedieo.
Each was reviewed, reworked and integrated by us so the finished product holds a single consistent direction. | TrivialPlanet | - | Sep 3, 2026 | |
Liquidity In-game content arttext | Some of the artwork and text content in this game was created with the help of generative AI. | Kitchen Table Studios | - | Sep 3, 2026 | |
Peasants in a Hole Unclear | Art and Code! Baby Art and Code!
...it's the end of the world as we know it...and I feel fine. | Zeus | - | Sep 3, 2026 | |
Dread Admiral In-game content text | Localization into some supported languages was created with a mix of Community members and machine generation and reviewed by the developer.
The developer is actively seeking to replace any machine-generated localization over time. | Tescrin Games | - | Sep 2, 2026 | |
PARAGON 21 In-game content art | Some visual assets in this game โ including character portraits, illustrations, and marketing images โ were created with the assistance of generative AI tools. All AI-generated material was reviewed, edited, and finalized by the developer. No AI content is generated during gameplay. | ANIMAL-Z | - | Sep 1, 2026 | |
Not Again In-game content art | I used AI to generate some minor 2D pixel art assets like a cage and some props. | Vireo Studio | - | Sep 1, 2026 | |
Protocell In-game content audioart | Protocell's soundtrack was generated with an AI music tool, and a few interface layouts were explored with the help of AI image tool. Everything else โ the code, the design, the pixel art and the procedurally generated creatures โ is hand-crafted or produced by the game's own engine. No generative AI runs in real time while you play. | Lejiww | - | Sep 1, 2026 | |
Greedspire In-game content art | Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team. | arcanabytes | - | Aug 31, 2026 | |
Electric Crust: Galactic Pizza Delivery In-game content artaudio | Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind. | Swamp City LLC | - | Aug 31, 2026 | |
Mool: Chroma In-game content artaudiotext | ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay. | jwl works | - | Aug 31, 2026 | |
Bullet's Deal: Split the Fortune In-game content art | Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually. | After Titles Studio | - | Aug 31, 2026 | |
Pogo Gnom Dev only code | The game is a single hand-maintained source file. It was written together
with an AI coding assistant. Every change was reviewed, tested and integrated by
the developer; the game ships with its own automated test suite. | KILIRAU | - | Aug 29, 2026 | |
Punch The Monkey In-game content art | Some of the 2D artwork and animation frames in this game were produced with the assistance of generative AI tools. Every AI-assisted asset was reviewed and edited by me (the developer) before shipping. The game contains no live-generated AI content โ all art, animation, and text are fixed at release and identical for every player. | DiamondDev | - | Aug 29, 2026 | |
Seed Money In-game content artaudiocode | Seed Money was developed with the assistance of generative AI tools, including Claude, GPT, and Gemini. AI was used throughout the development process, including programming assistance and the creation of artwork and sound assets. All AI-generated content included in the game was reviewed and integrated by the development team. | Studio Oriens | - | Aug 29, 2026 | |
Reaper GoStop In-game content artaudiotextcode | The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness. | Beaver Studio | - | Aug 29, 2026 | |
Play the Wor!d In-game content artaudio | Generative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the gameโs background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services. | Sweet Turtles | - | Aug 29, 2026 | |
Echo Seekers In-game content art | This game uses generative AI tools during development to assist with the creation of certain visual assets. All content is reviewed and curated by the development team to ensure quality and consistency with the game's vision. | Grey Tactics | - | Aug 28, 2026 | |
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the gameโs code and store page. | Beep | - | Aug 28, 2026 | |
Flippy the Spider In-game content text | AI was used solely for localization purposes. | Zerith | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output โ the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Sky Hopper In-game content artaudio | Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime. | Evermore Studio Games | - | Aug 28, 2026 | |
Spell Unbound In-game content arttext | Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service. | Alk Games | - | Aug 28, 2026 | |
Card Slay In-game content arttext | Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay. | Vibe Apps LLC | - | Aug 28, 2026 | |
Fading Edge In-game content artaudio | Music and images created with AI assistance. | YEZHUGAME | - | Aug 27, 2026 | |
Devour & Evolve Dev only textcode | Generative AI was used during development as a coding assistant and to assist with drafting and translating store-page and marketing text. Some pixel-art assets were rendered by deterministic drawing code written with AI assistance; the final images were not directly output by a text-to-image or diffusion model. All shipped and published content was reviewed and edited by the developer. No generative AI runs in the game, and no content is generated from player input. | sasoriken-games | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites โ nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
Crazy Pocket In-game content art | AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere. | OFFMOON Inc. | - | Aug 26, 2026 | |
Wardstone In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 25, 2026 | |
Fortuna's Ledger In-game content artaudio | Some of this game's art and audio assets were created using generative AI tools, from the studio's own prompts and under our tool licenses, then curated and edited by the team. All game code and text were written by hand. | Meridian Studios | - | Aug 25, 2026 | |
Doomsayer In-game content artaudio | Some of this game's pre-generated assets were created by Meridian Studios using generative AI tools, from our own prompts and under our licenses: 2D art (illustrations, backgrounds, character and enemy tokens, icons, and store art) generated with FLUX via the Replicate API, and a portion of the sound effects generated with ElevenLabs. All AI-assisted assets were reviewed, curated, and integrated by the studio. No AI-generated content is produced live during gameplay, and no player data is sent to any AI service. | Meridian Studios | - | Aug 25, 2026 |