HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
- Creator
- Beep
- Reviews
- -
- Added
- Aug 28, 2026
HumaSteamGenerative AI was used to assist with writing portions of the game’s 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 — 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 — 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.
VOIDHOLD: Squad Survival RogueliteSteamAll shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Vapor World: Over The MindSteamWe use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Void AscendSteamAI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
AMazing TDSteamGenerative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
Spell DeathSteamSome of the art in Spell Death was generated with an image model, then selected and edited by hand. Nothing is generated while you play.
TypesmithSteamGenerative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay.
BRAINFREEZESteamI used AI as an aid for a few things: parts of the writing, the translations into French, Spanish and Italian, and some of the more complex store artwork. Everything that came out of it was reworked by hand before it went in. It isn't something I'm a fan of, but as a solo developer without a studio behind me, some things are simply out of reach otherwise.
GRIDLOCK GAMBITSteamThis game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
IAH: INTERNET WARSteamDuring the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Pigeon ValeraSteamThe game to contain art assets generated by artificial intelligence
FaultfinderSteamCover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer.
Books Hate YouSteamGenerative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime.
Escape The Construction SiteSteamGenerative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay.
The Override ProtocolSteamOVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
FlutteringSteamThe game uses a mix of original, handmade assets and a few pre-generated AI components: - Voice & Narration: The narration for text lines has been generated using AI voice generation tools. - Music: The background music tracks contain AI-generated music. - Marketing & Branding: Out-of-game visual assets (such as the storefront graphics, library capsules, desktop icon, and startup splash art) contain AI-generated elements. All core code, gameplay mechanics, level design, in-game visual assets and the original story were created entirely from scratch without AI assistance.
Neon CruisersSteamSome 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.
RushmarkSteamSource code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
Vector SurgeSteamAI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Casino Dealer SimulatorSteamSome of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer. No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
NovaShift: UniverseSteamNovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system.
HyperPipesSteamSome of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service.
Forsaken TrialsSteamThis game contains AI-generated assets. The player character and user interface were created using AI tools.
Pool SharkSteamThis game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime.
Golfing Is EasySteamAI was used to assist in the creation of some artwork along with UI/UX elements.
EncoreSteamSome of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team.
FlapverseSteamGenerative AI was used to create visual references and process select textures. No content is generated during gameplay.
Bow & BannerSteamSome content in this game was enhanced using generative artificial intelligence (AI).
Rogue Space ConvoySteamAll music is human-made. AI was used for art, sound effects, and programming.
TRAP LABSteamMuch of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated.
GnomekeeperSteamSome of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work. The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools. We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work.
Dubstep: Solar SystemSteamDubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used: MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing. CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work. STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer. All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play.
Froggy FruitsSteamGenerative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience.
Super Frog NinjaSteamAI generation used for trial names that are shown at the start of trials and for player/NPC avatars.
Neon CadenceSteamSome 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.
Kamenkik and FriendsSteamGenerative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay.
Oh My Card: Taiji HyperSteamThis game uses generative AI tools to assist in the creation of select visual assets and localization. Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience). Localization: AI-assisted translation is used for 30+ languages.
Escape the Backrooms BodycamSteamAI-generated artifacts
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the game’s 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 — 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 — 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 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
Vapor World: Over The Mind In-game content audio | We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team. | ALIVE Inc. | 69 | Aug 25, 2026 | |
Void Ascend In-game content artaudio | AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game. | Xseynon | - | Aug 25, 2026 | |
AMazing TD Store/marketing text | Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included. | Go4 Entertainment | 74 | Aug 24, 2026 | |
Spell Death In-game content art | Some of the art in Spell Death was generated with an image model, then selected and edited by hand. Nothing is generated while you play. | Serhat Marasligil | - | Aug 24, 2026 | |
Typesmith In-game content text | Generative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay. | PHNTM | - | Aug 24, 2026 | |
BRAINFREEZE In-game content textart | I used AI as an aid for a few things: parts of the writing, the translations into
French, Spanish and Italian, and some of the more complex store artwork. Everything
that came out of it was reworked by hand before it went in. It isn't something I'm a
fan of, but as a solo developer without a studio behind me, some things are simply out
of reach otherwise. | Flixo Games | - | Aug 23, 2026 | |
GRIDLOCK GAMBIT In-game content audioarttext | This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer. | Yossy | - | Aug 22, 2026 | |
IAH: INTERNET WAR Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Vitali Kirpu Productions | 21 | Aug 22, 2026 | |
Pigeon Valera In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Aug 22, 2026 | |
Faultfinder In-game content artaudio | Cover art, store page imagery and music were created with AI generation tools. All game design, writing and gameplay systems were created by the developer. | Endpaper | - | Aug 22, 2026 | |
Books Hate You In-game content arttextcode | Generative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime. | Skill Issue Studios | - | Aug 22, 2026 | |
Escape The Construction Site In-game content art | Generative AI was used to create some of the graphical assets used on the Steam Store page and promotional materials. The game itself does not use generative AI during gameplay. | loa33game | - | Aug 22, 2026 | |
The Override Protocol In-game content artaudio | OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service. | Ruppel GmbH | - | Aug 22, 2026 | |
Fluttering In-game content audiotextart | The game uses a mix of original, handmade assets and a few pre-generated AI components:
- Voice & Narration: The narration for text lines has been generated using AI voice generation tools.
- Music: The background music tracks contain AI-generated music.
- Marketing & Branding: Out-of-game visual assets (such as the storefront graphics, library capsules, desktop icon, and startup splash art) contain AI-generated elements.
All core code, gameplay mechanics, level design, in-game visual assets and the original story were created entirely from scratch without AI assistance. | LL | - | Aug 21, 2026 | |
Neon Cruisers 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 20, 2026 | |
Rushmark Dev only code | Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime. | Beyond Bounds Digital | - | Aug 19, 2026 | |
Vector Surge In-game content textaudio | AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks | RaithSphere | - | Aug 19, 2026 | |
Casino Dealer Simulator In-game content arttext | Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally. | Umbriel Games | - | Aug 19, 2026 | |
NovaShift: Universe In-game content art | NovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system. | Candan26 | - | Aug 19, 2026 | |
HyperPipes In-game content audioarttext | Some of this game's assets were made with generative AI tools: the music, the store artwork, and the French translation. Everything ships as fixed files that were generated, chosen, and edited by the developer. Nothing is generated while you play, and the game never connects to an AI service. | CrashBamBoom | - | Aug 19, 2026 | |
Forsaken Trials In-game content art | This game contains AI-generated assets. The player character and user interface were created using AI tools. | Xukuth | - | Aug 19, 2026 | |
Pool Shark In-game content artaudiotext | This game is made by a single dev, and sold for a fair price. In order to do that this dev needed the help of AI. So some pre-rendered assets in this game were created with the help of generative AI tools, always under my direction and with every asset reviewed by me the developer: certain illustrations, backdrops, and UI art; some music tracks and sound effects; and character voice lines generated via text-to-speech from scripts written by me the developer. The game design, the gameplay, physics, and large parts of the code are entirely human-made, and no AI content is generated at runtime. | Motivation Stack LLC | - | Aug 19, 2026 | |
Golfing Is Easy In-game content art | AI was used to assist in the creation of some artwork along with UI/UX elements. | S.L.Kool Games | - | Aug 19, 2026 | |
Encore In-game content text | Some of the in-game written text in Encore was created with the assistance of generative AI tools, and was reviewed by the development team. | Moon Shadow Studio | - | Aug 19, 2026 | |
Flapverse In-game content art | Generative AI was used to create visual references and process select textures. No content is generated during gameplay. | Maksim Salin | - | Aug 18, 2026 | |
Bow & Banner Unclear | Some content in this game was enhanced using generative artificial intelligence (AI). | Fahad Azad | - | Aug 17, 2026 | |
Rogue Space Convoy In-game content artaudio | All music is human-made.
AI was used for art, sound effects, and programming. | Delti LLC | - | Aug 16, 2026 | |
TRAP LAB In-game content art | Much of the 2D artwork in TRAP LAB — character sprites, enemy and boss art, and cutscene illustrations — was created with the help of generative AI image tools. Every generated image was hand-selected, edited, and assembled by the developer before being used in the game. The game's code, level design, and audio are hand-made and are not AI-generated. | Boohsted | - | Aug 16, 2026 | |
Gnomekeeper In-game content art | Some of our store and marketing art started as AI-generated images. We used Midjourney to create the base key art for the Steam capsules, the library hero and the page background, then edited and composited those into the final images ourselves. The logo, wordmark and typography are our own work.
The game itself does not use generative AI. Every in-game asset (art, animation, UI, music, sound, and code) was made by us, by hand or with our own tools.
We’ve reviewed the AI-assisted art, we hold the rights to use it commercially, and as far as we’re aware it doesn’t infringe anyone else’s work. | Omrune | - | Aug 14, 2026 | |
Dubstep: Solar System In-game content audioartcode | Dubstep: Solar System is an AI-assisted indie game — the studio name, Vibe Coded Reality, wears it proudly. Here is exactly how generative AI was used:
MUSIC: The entire 46-track original dubstep soundtrack was generated with Suno under a paid commercial license, from prompts written by the developer — every track hand-picked from multiple takes and play-tested against the game's beat-gate timing.
CODE: Much of the game's code was written with AI coding assistants working under the developer's direction; all game design, difficulty tuning, and play-testing are human work.
STORE ARTWORK: The cover and capsule artwork were created with AI image tools, then composed and typeset by the developer.
All in-game visuals are drawn procedurally by the game's own code — no AI-generated images appear inside the game itself, and nothing is generated by AI at runtime while you play. | Ian Rosner | - | Aug 14, 2026 | |
Froggy Fruits In-game content art | Generative AI was used to create some marketing assets, specifically the store capsule images and page banners. The core game content, including the code, levels, character pixel art, and music, has been traditionally developed to ensure a consistent and high-quality solo-developer experience. | Pollocrudo Company | - | Aug 14, 2026 | |
Super Frog Ninja In-game content textart | AI generation used for trial names that are shown at the start of trials and for player/NPC avatars. | David Harrington | - | Aug 13, 2026 | |
Neon Cadence 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 13, 2026 | |
Kamenkik and Friends In-game content art | Generative AI was used during development to create certain promotional artwork and some environmental background art. All gameplay mechanics, programming, level design, characters, animations, UI, and game systems were created and curated by the developer. The game does not use live-generated AI content during gameplay. | Kamencic Games | - | Aug 13, 2026 | |
Oh My Card: Taiji Hyper In-game content arttext | This game uses generative AI tools to assist in the creation of select visual assets and localization.
Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience).
Localization: AI-assisted translation is used for 30+ languages. | EntropyZen | - | Aug 13, 2026 | |
Escape the Backrooms Bodycam Unclear | AI-generated artifacts | VRCFORGE STUDIOS | - | Aug 12, 2026 |