Ear We GoSteamGenerative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
- Creator
- Tripawzs
- Reviews
- -
- Added
- Aug 28, 2026
Ear We GoSteamGenerative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
Last Offer: Car DealerSteamAI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
HUMAN, 39.99SteamAI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
EXAM WATCH!SteamGenerative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
Ascend Idle: ChroniclesSteamSome of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
Popcorn & PremierenSteamGenerative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service.
Twilight TavernSteamI'm a solo developer, and I'd rather be upfront about where AI tools were used. The character base meshes and some of their textures were generated with AI. Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game. They're all rendered with a toon shader I wrote myself. Everything else is made by hand. The tavern, the props and the whole environment are hand modeled. Other than that, everything else in the game was made by me.
Comic Shop TycoonSteamSelect visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
Terraform Co: Factory and CitySteamAI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content. Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer. Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Curio by Day, Mafia by NightSteamGenerative AI tools were used during development to assist in creating background concept art and store graphical promotional assets.
Twisted Three KingdomsSteamSome model using AI
Own The MapSteamSome visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Raid Leader SimulatorSteamGenerative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
WarchaicSteamGenerative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages.
ISKRASteamGenerative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay.
Siege of the IsletressSteamGenerative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons.
Dungeon ContractorSteamAI is used to poilish the Steam Page content, as well as helping in generating some artworks in-game.
Headshot ManagerSteamPlayer portraits and team logos were created with AI assistance.
TreeLineSteamAI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
TOWERPUNKSteamAll art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
RabbitDiceSteamGenerative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay.
Marina ManagerSteamGenerative AI was used to assist with some Steam store artwork, marketing materials, and localization.
One More WaveSteamAI was used to assist with writing the game source code. All visual assets are handmade pixel art by the author. All audio assets are licensed from 3rd party sample banks.
PROMOTER: The Fight GameSteamWe used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control.
HABAPSteamSome 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.
DicepotSteamThe Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets.
The Grand FurnaceSteamThis game uses generative AI in two ways. (1) Live generation: narrative text and NPC dialogue are generated in real time based on the player's choices and current game state. Illustrative images for locations, scenes and items are also generated on demand the first time such an element appears, then cached and reused. Core game rules, numerical outcomes, inventory changes, and progression are always resolved by deterministic game systems. Live text generation is governed by server-side content rules that cannot be directly modified by player input. Live image generation uses server-controlled prompt templates based on structured game data (entity type, name, and a short in-world description) within a fixed ink-painting style; players cannot directly provide image-generation prompts. (2) Development-time generation: some static art assets (including location, scene, item and background illustrations) were generated with image-generation AI tools during development. Store-facing marketing assets and selected screenshots containing such artwork were reviewed by a human before publication. Store page copy was drafted with AI assistance and reviewed by a human. 本游戏以两种方式使用生成式AI。(1)实时生成:叙事文本与NPC对话根据玩家选择与当前游戏状态实时生成;地点/场景/物品的插画也会在其首次出现时按需生成,之后缓存复用。核心规则、数值结算、物品变动与进度始终由确定性游戏系统裁定。实时文本生成受服务端内容规则约束(玩家输入无法直接修改);实时图像生成使用服务端控制的提示词模板,基于结构化游戏数据(实体类别、名称与简短的世界内描述)并锁定水墨画风格,玩家不能直接书写图像提示词。(2)开发期生成:部分静态美术素材(包括地点、场景、物品与背景插画)在开发过程中使用图像生成AI制作;用于商店宣传以及所选商店截图中的相关素材均经过人工审阅后发布。商店页文案由AI辅助创作、经人工审定。
Salt of the EarthSteamAI was used to assist with localised translations.
火箭工厂 Rocket FactorySteamSome of the artwork materials in this work are generated using AI
Aquarium DaysSteamSome graphics, music, and translations were initially generated by AI and subsequently revised by humans.
Slightly Used SorcerySteamGenerative AI tools were used during development to assist with code, images, and localized text.
Heist to Meet YouSteamGenerative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup. The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay.
Peeling Feeling: Sticker GaloreSteamHandcrafted assets are refined and upscaled with AI
Anvil and AlembicSteamSome 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.
Total Club ManagerSteamGenerative AI was used for the in-game music, the logo and store page artwork, and the store page text and translations.
ProvincesSteamGenerative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
JunkpotSteamGenerative AI tools were used as part of the content creation process for this game: - Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game - Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style A large part of the game's code was written with the help of AI coding assistants. All content was reviewed and approved by the team before shipping.
Wheel StreetSteamGenerative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime.
Snack Factory Together - PrologueSteamThe store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base.
Fantasy Shop TycoonSteamAI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer.
Fuwa! Fuwa! Omurice Simulator RogueliteSteamAll assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion.
Hot Dog Simulator : Food TruckSteamSome 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer.
EclesiarSteamAudio and images were generated with AI to speed up and cost reduction of game development
TON WarsSteamAI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime.
Pre-Warp AgeSteamSome graphics, music, and translations were created with the help of AI and refined manually.
Swinging Pier Clean SimulatorSteamWe used AI tools (such as Claude) to assist with brainstorming game ideas, structuring code logic, and drafting textual content during development.
Travel Agency SimulatorSteamGenerative AI tools were used during development to assist with some pre-generated visual assets, including selected pixel-art environments, characters, illustrations, icons, and promotional artwork. These assets are included with the game and are not generated live during gameplay. The game does not use a live AI service or send player data to an AI service. Shipped assets were reviewed, edited, and integrated by the development team.
WaveguardSteamSome images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
1200 BCSteamWe use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
The Last StashSteamPortions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ear We Go In-game content audio | Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game. | Tripawzs | - | Aug 28, 2026 | |
Last Offer: Car Dealer In-game content art | AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team. | Emirhan Şahin | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
EXAM WATCH! In-game content artaudio | Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay. | PRC Games | - | Aug 28, 2026 | |
Ascend Idle: Chronicles Store/marketing art | Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project. | GODev Games | - | Aug 28, 2026 | |
Popcorn & Premieren In-game content arttext | Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service. | Jodelsoft | - | Aug 28, 2026 | |
Twilight Tavern In-game content art | I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me. | Siyesh Games | - | Aug 28, 2026 | |
Comic Shop Tycoon In-game content art | Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running. | Phenixx Studios | - | Aug 28, 2026 | |
Terraform Co: Factory and City Store/marketing text | AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page. | Melon Dev | - | Aug 28, 2026 | |
Curio by Day, Mafia by Night Store/marketing art | Generative AI tools were used during development to assist in creating background concept art and store graphical promotional assets. | ObscuraDev | - | Aug 28, 2026 | |
Twisted Three Kingdoms Unclear | Some model using AI | Seasonbean Team | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Raid Leader Simulator In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played. | Ren tech. | - | Aug 28, 2026 | |
Warchaic In-game content artaudio | Generative AI was used to assist in the creation of some visual assets, UI elements, sound effects, and music featured in Warchaic. Software development was handled by our development team, while animations and visual effects (VFX) were either created by our team or sourced from licensed asset packages. | BIG-E | - | Aug 28, 2026 | |
ISKRA In-game content art | Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay. | MESTAMPE GAMES | - | Aug 28, 2026 | |
Siege of the Isletress In-game content art | Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons. | Isletress Studios | - | Aug 28, 2026 | |
Dungeon Contractor In-game content arttext | AI is used to poilish the Steam Page content, as well as helping in generating some artworks in-game. | Perseverance Games | - | Aug 28, 2026 | |
Headshot Manager In-game content art | Player portraits and team logos were created with AI assistance. | Shrouded Pharaoh Games | - | Aug 28, 2026 | |
TreeLine In-game content art | AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted. | Ravenmaul | - | Aug 28, 2026 | |
TOWERPUNK Dev only codetext | All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer. | TESSERAX GAMES | - | Aug 28, 2026 | |
RabbitDice Unclear | Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay. | SeptenaryCrescent | - | Aug 28, 2026 | |
Marina Manager In-game content arttext | Generative AI was used to assist with some Steam store artwork, marketing materials, and localization. | Gyrfalcon Games | - | Aug 28, 2026 | |
One More Wave Dev only code | AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks. | Juha Kiili | - | Aug 28, 2026 | |
PROMOTER: The Fight Game In-game content art | We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control. | Langa Publishing | - | Aug 27, 2026 | |
HABAP 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. | VZH GAMES | - | Aug 27, 2026 | |
Dicepot Store/marketing art | The Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets. | Unmei Studio | - | Aug 26, 2026 | |
The Grand Furnace Live AI arttext | This game uses generative AI in two ways. (1) Live generation: narrative text and NPC dialogue are generated in real time based on the player's choices and current game state. Illustrative images for locations, scenes and items are also generated on demand the first time such an element appears, then cached and reused. Core game rules, numerical outcomes, inventory changes, and progression are always resolved by deterministic game systems. Live text generation is governed by server-side content rules that cannot be directly modified by player input. Live image generation uses server-controlled prompt templates based on structured game data (entity type, name, and a short in-world description) within a fixed ink-painting style; players cannot directly provide image-generation prompts. (2) Development-time generation: some static art assets (including location, scene, item and background illustrations) were generated with image-generation AI tools during development. Store-facing marketing assets and selected screenshots containing such artwork were reviewed by a human before publication. Store page copy was drafted with AI assistance and reviewed by a human.
本游戏以两种方式使用生成式AI。(1)实时生成:叙事文本与NPC对话根据玩家选择与当前游戏状态实时生成;地点/场景/物品的插画也会在其首次出现时按需生成,之后缓存复用。核心规则、数值结算、物品变动与进度始终由确定性游戏系统裁定。实时文本生成受服务端内容规则约束(玩家输入无法直接修改);实时图像生成使用服务端控制的提示词模板,基于结构化游戏数据(实体类别、名称与简短的世界内描述)并锁定水墨画风格,玩家不能直接书写图像提示词。(2)开发期生成:部分静态美术素材(包括地点、场景、物品与背景插画)在开发过程中使用图像生成AI制作;用于商店宣传以及所选商店截图中的相关素材均经过人工审阅后发布。商店页文案由AI辅助创作、经人工审定。 | Zhanjidao | - | Aug 26, 2026 | |
Salt of the Earth In-game content text | AI was used to assist with localised translations. | Cattrall Games | - | Aug 26, 2026 | |
火箭工厂 Rocket Factory In-game content art | Some of the artwork materials in this work are generated using AI | Fame Studio | - | Aug 26, 2026 | |
Aquarium Days In-game content artaudiotext | Some graphics, music, and translations were initially generated by AI and subsequently revised by humans. | Pet Party | - | Aug 26, 2026 | |
Slightly Used Sorcery In-game content arttext | Generative AI tools were used during development to assist with code, images, and localized text. | Based Obviously | - | Aug 26, 2026 | |
Heist to Meet You Store/marketing art | Generative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup.
The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay. | Emergency Eject Studio | - | Aug 25, 2026 | |
Peeling Feeling: Sticker Galore In-game content art | Handcrafted assets are refined and upscaled with AI | moimart | - | Aug 25, 2026 | |
Anvil and Alembic 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 | |
Total Club Manager In-game content audioarttext | Generative AI was used for the in-game music, the logo and store page artwork, and the store page text and translations. | Floresta Studios | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Junkpot In-game content artcode | Generative AI tools were used as part of the content creation process for this game:
- Visual assets — some item, charm and UI sprites were generated with AI assistance and used as a base, then reviewed, reworked and finalized by the team before being integrated into the game
- Store page artwork — AI image generation was used as a starting point, then reworked, recolored and finalized by the team to match the game's pixel art style
A large part of the game's code was written with the help of AI coding assistants.
All content was reviewed and approved by the team before shipping. | Velum Games | - | Aug 25, 2026 | |
Wheel Street In-game content arttext | Generative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime. | Curious Loop Games | - | Aug 25, 2026 | |
Snack Factory Together - Prologue In-game content art | The store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base. | HAN Games | - | Aug 25, 2026 | |
Fantasy Shop Tycoon In-game content arttext | AI generation tools were used to help create the character art on the Steam capsule and the in-game skill icons. AI was also used to assist with localization/translation. All assets were reviewed and finalized by the developer. | Zeptun | - | Aug 25, 2026 | |
Fuwa! Fuwa! Omurice Simulator Roguelite Dev only code | All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion. | スタジオ白亜研究室 | - | Aug 25, 2026 | |
Hot Dog Simulator : Food Truck In-game content arttext | Some 2D art assets (backgrounds, characters, UI icons) were created with the assistance of generative AI tools and then edited, cropped and assembled manually. Localization text for some supported languages was assisted by AI translation. All generated content was reviewed by the developer. | Feha Game Studios | - | Aug 25, 2026 | |
Eclesiar In-game content artaudio | Audio and images were generated with AI to speed up and cost reduction of game development | Atlantic Game Development | - | Aug 25, 2026 | |
TON Wars Store/marketing art | AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime. | Basalt Interactive OÜ | - | Aug 25, 2026 | |
Pre-Warp Age In-game content artaudiotext | Some graphics, music, and translations were created with the help of AI and refined manually. | Clarus Victoria | - | Aug 25, 2026 | |
Swinging Pier Clean Simulator Dev only textcode | We used AI tools (such as Claude) to assist with brainstorming game ideas, structuring code logic, and drafting textual content during development. | Ozgur Boruzanci | - | Aug 25, 2026 | |
Travel Agency Simulator In-game content art | Generative AI tools were used during development to assist with some pre-generated visual assets, including selected pixel-art environments, characters, illustrations, icons, and promotional artwork. These assets are included with the game and are not generated live during gameplay. The game does not use a live AI service or send player data to an AI service. Shipped assets were reviewed, edited, and integrated by the development team. | World of Travel | - | Aug 24, 2026 | |
Waveguard In-game content arttext | Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion. | DLD Games | - | Aug 24, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
The Last Stash In-game content codetextart | Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime. | Kaldforge Studio | - | Aug 24, 2026 |