Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
- Creator
- Bitmagic
- Reviews
- -
- Added
- Oct 12, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play.
Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
Generative AI is used for selected pre-generated artwork, trailer sequences and music. The feature videos show the ConvoyCore interface with example data.
AI tools were used during development to help create some of the game's content. Everything was reviewed, edited and put together by our team.
I used AI for the Code assistance and for Graphics
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play.
The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play.
The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model. Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game. The images and the video on this store page are captured from the running game.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
Speech on the second half of the trailer and localization.
Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay.
Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface.
Some sound effects were generated with AI tools (ElevenLabs) and the in-game radio songs were generated with AI (Suno), under commercial licenses, then selected, edited and mixed by the developer. All visuals (3D models, textures, grass, logo, store art), gameplay and writing are made by the developer.
3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports. 2D assets: mix between AI and an Actual Human Designer and Artist. Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs. Music: Pixabay tracks.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
Generative AI was used to assist with translating in-game text into supported languages.
Localization and some (not all) of the fake company logos. Most of the stuff was either created by me directly or through paid assets and services.
Asset, UI Creating. etc.
Generative AI was used to assist with the creation of some graphical assets and mathematical formulas used in the game's code.
Generative AI tools were used during development to help create promotional artwork for Crazy Delivery.
The game propaganda map was created by AI.
Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author. Artificial Intelligence tools were used strictly as an auxiliary production aid for: Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape. All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay.
AI is used for the image creations (popups, menu items and dialogs included) only.
AI was used for Locolization to different languages for better language support.
For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality.
Background and Logo Created AI.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
The graphical elements were created using AI and then manually refined.
Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers. Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu.
Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Void Squadron features artwork developed with generative AI.
Pre-Generated: the music was generated with AI tools.
AI was used in the production of code, art, and marketing materials for this game
Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game. The game does not use generative AI to create content in real time during gameplay.
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored.
Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Squall Riders In-game content artaudio | Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play. | Bitmagic | - | Oct 12, 2026 | |
Highway-Formosa In-game content arttext | Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance. | Studio Bing-Huan | - | Oct 12, 2026 | |
Idle Gas Station Tycoon In-game content textcode | The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play. | Sobhi Arood | - | Oct 10, 2026 | |
Minato Shokudo: Mirage of the Great Clam In-game content textcode | Generative AI tools were used for parts of this game during development: some story and dialogue text, the English localization, store page text, and some of the code that draws patterns and shapes. The developer directed all of it, chose what to keep, and reviewed and edited every piece. The music and sound effects were not made with AI, and nothing is generated by AI while you play. | 電脳鈴木組 | - | Oct 10, 2026 | |
배달 시뮬레이터: 판교역 In-game content arttext | Game content and promotional materials for Delivery Simulator: Pangyo Station were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's creative direction and quality standards. | Works On My PC Studio | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
Lightkeeper: Frozen Bay In-game content art | One map artwork was created with generative AI and then edited by the developer. No other art, audio, text, or gameplay content uses AI. The game does not generate content during play. | Anton Antipov | - | Oct 10, 2026 | |
Çay Ocağı: Bir Bardak Daha In-game content art | Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code. | Akgul Studio | - | Oct 10, 2026 | |
ConvoyCore In-game content artaudio | Generative AI is used for selected pre-generated artwork, trailer sequences and music. The feature videos show the ConvoyCore interface with example data. | ConvoyCore | - | Oct 10, 2026 | |
Planet Raiders Unclear | AI tools were used during development to help create some of the game's content. Everything was reviewed, edited and put together by our team. | Moddingdudes | - | Oct 10, 2026 | |
Captain Capy - Roguelike Space Crafter Unclear artcode | I used AI for the Code assistance and for Graphics | To_Galan | - | Oct 10, 2026 | |
Scrapmiles In-game content arttext | Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay. | Falvey Studios | - | Oct 9, 2026 | |
Not Another Garbage Simulator In-game content artaudiocode | 3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play. | Score Software LLC | - | Oct 9, 2026 | |
CYBERBIKES In-game content artaudiotext | The visuals, music, sound effects, store art, trailer and text for CYBERBIKES were made with the help of AI under my direction, built in code with Blender and Godot. LINK's voice is pre-recorded text-to-speech from the open Kokoro model. Nothing is generated while you play. | Mister Gato | - | Oct 9, 2026 | |
Faded Fears - Grayshore Motel In-game content text | The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play. | Jeans | - | Oct 9, 2026 | |
Rennspiel In-game content artaudiotext | Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game. | schikane | - | Oct 9, 2026 | |
STRADA KOREA In-game content arttext | Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services. | Tunguska | - | Oct 9, 2026 | |
Mow and Move In-game content text | Speech on the second half of the trailer and localization. | Kazasker | - | Oct 9, 2026 | |
Frequência RC In-game content arttext | Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay. | JxGames | - | Oct 8, 2026 | |
Retro Racers In-game content art | Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface. | Kavari Studio | - | Oct 8, 2026 | |
One More Lawn In-game content audio | Some sound effects were generated with AI tools (ElevenLabs) and the in-game radio songs were generated with AI (Suno), under commercial licenses, then selected, edited and mixed by the developer. All visuals (3D models, textures, grass, logo, store art), gameplay and writing are made by the developer. | Superdou | - | Oct 7, 2026 | |
Afterpub Live AI artaudiotext | 3D models: the AfterPub models (plushies, items, props) come from an AI 3D generator; the files are named like Tripo exports.
2D assets: mix between AI and an Actual Human Designer and Artist.
Commentator voice: produced by Piper, an AI text-to-speech engine, while the game runs.
Music: Pixabay tracks. | ZEXP | - | Oct 7, 2026 | |
Super Retro Race In-game content artaudio | Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services. | NEXTFRAME STUDIO | - | Oct 7, 2026 | |
Moon Sweepers In-game content text | Generative AI was used to assist with translating in-game text into supported languages. | DragDrop Games | - | Oct 7, 2026 | |
CATCAR Pit Crew In-game content textart | Localization and some (not all) of the fake company logos. Most of the stuff was either created by me directly or through paid assets and services. | ESGalore | - | Oct 7, 2026 | |
Delivery Simulator Unclear art | Asset, UI Creating. etc. | Kim Han Byeol | - | Oct 6, 2026 | |
European Truck Manager In-game content artcode | Generative AI was used to assist with the creation of some graphical assets and mathematical formulas used in the game's code. | Prolumi Interactive | - | Oct 6, 2026 | |
Crazy Delivery Store/marketing art | Generative AI tools were used during development to help create promotional artwork for Crazy Delivery. | Studio Bing-Huan | - | Oct 6, 2026 | |
General please break through In-game content art | The game propaganda map was created by AI. | NHB | - | Oct 6, 2026 | |
Mavora Unclear arttext | Generative AI tools were used to assist with the creation of some game and promotional content. All final content was reviewed and approved by the developer. | hyesmo | - | Oct 4, 2026 | |
Recess of the Dead In-game content audio | The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work. | Cobalt Rook Works | - | Oct 4, 2026 | |
Plow-A-Lot In-game content artaudiotextcode | This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content. | Unity Gain, LLC | - | Oct 4, 2026 | |
Hippocratic Chaos In-game content artaudio | Generative AI tools were used during development to create some of the game’s 3D models, artwork, and audio, as well as promotional artwork. This content is pre-generated and integrated into the game or its marketing materials. The game does not generate AI content during gameplay. | Maxilos | - | Oct 3, 2026 | |
RPM: Next Drag Racing Simulator In-game content art | AI is used for the image creations (popups, menu items and dialogs included) only. | AKILLIMUM TECHNOLOGY OU | - | Oct 3, 2026 | |
MotoBox In-game content text | AI was used for Locolization to different languages for better language support. | Playdemic Games | - | Oct 3, 2026 | |
SPEEDING In-game content text | For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality. | CATEA Studio | - | Oct 2, 2026 | |
STOP THE VAN! Store/marketing art | Background and Logo Created AI. | NOXP | - | Oct 1, 2026 | |
Hardpack Rally In-game content codeart | Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play. | Andre Gomes | - | Oct 1, 2026 | |
Highway 26 In-game content art | The graphical elements were created using AI and then manually refined. | Plotline Games | - | Oct 1, 2026 | |
Motorsport Manager 2 In-game content art | Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers.
Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu. | Playsport Games | - | Oct 1, 2026 | |
Redline Horde In-game content art | Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style. | DevGoneWild | - | Oct 1, 2026 | |
Railwright Store/marketing art | Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay. | Piu Entertainment | - | Sep 30, 2026 | |
Void Squadron In-game content art | Void Squadron features artwork developed with generative AI. | Recoil Mojo | - | Sep 30, 2026 | |
Dirt Ruckus In-game content audio | Pre-Generated: the music was generated with AI tools. | PapaBazar Games | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
铜风旅团 In-game content art | Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game.
The game does not use generative AI to create content in real time during gameplay. | 铜风工作室 | - | Sep 30, 2026 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
Ground Ops: Turnaround In-game content audio | Some audio assets and marketing materials were produced with generative AI tools. All gameplay, code and design are hand-authored. | Ailora Limited | - | Sep 28, 2026 | |
Wrecked District In-game content art | Generative AI tools were used to create some pre-generated static artwork displayed as mission images in the campaign menu. All gameplay visuals, screenshots, and gameplay footage are rendered directly from the game. No AI-generated content is created during gameplay | Sergei Dovidenko | - | Sep 27, 2026 |