Dungeon TypistSteamGenerative AI was used to assist in creating a small number of icons.
- Creator
- IDfeng
- Reviews
- -
- Added
- Aug 28, 2026
Dungeon TypistSteamGenerative AI was used to assist in creating a small number of icons.
ChessplosionSteamGenerative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay.
Anywhere RPGSteamThis game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time.
DreadgenceSteamCode generation and quality assurance testing/reporting.
Defend the Dragon Palace!SteamSome 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game. No content is generated at runtime; everything ships with the build as pre-generated assets.
REOGUNASteamThis game icons and artwork include AI-generated assets.
StackflowSteamSome sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. No AI-generated artwork, and no AI content is generated while the game is running.
Rotten KeepSteamSome of the art in the game was created with the help of AI.
Checkmate Kingdoms: Ancient OriginSteamGenerative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay.
SIGNOS: AI Robot BuilderSteamThis game uses generative AI tools for parts of its 3D model creation and music/sound effect production. Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself. In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
AsterMasterSteamSome pre-made content was created with the help of generative AI and curated by the developer: promotional/splash artwork and some item icons, several source 3D meshes, background music tracks, and portions of in-game flavor text. The game does not generate any content at runtime.
Tactical SquadSteamThe background music was generated using AI, but it is intended to be replaced with human-made music once suitable tracks are found.
FlashWords: WordfallSteamGenerative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer.
ORB27SteamArt Assets Generated by AI. Vibe Coded Game. Moddable. Fully Editable.
Worldkampf '72SteamWe used coding assistance as well as music generation
IM: VVI Galaxy RunawaySteamThe current trailer temporarily uses AI-generated music as placeholder material, which we plan to replace with original music in a future update.
Grim wanderings rebornSteamMost of the graphic images were generated using AI with further manual processing
RPG SystemSteamGenerative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay.
Project RicochetSteamGenerative AI was used during development to assist with writing and improving parts of the game code. All AI-assisted code was reviewed, edited, and integrated by the development team.
Brawl ChessSteamAI Generated Artwork & Localization
TANKS Total DestructionSteamThe game uses various AI models for: - voice-over - images - the intro/video
Colosseum InfectionSteamGenerative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer.
Kingsfall:ChessSteamKingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
NeuboSteamIn this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling.
VERLIES III - ResurrectionSteamIn the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process.
BreathtollSteamBreathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play. Cinematic cutscenes: the video imagery and animation are AI-generated. Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game. Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes. All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses. This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
TunnelbornSteamAs a single indie developer I had to use AI to help with creating some of the assets for store pages and logos.
Recursive AccessSteamThis game contains pre-generated AI-assisted visual assets. Specifically, the background HDRI environment texture used for lighting/background purposes was created using generative AI. No live-generated AI content is presented to players during gameplay.
Dungeon SookumaSteamGenerative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services.
YOU ARE NEWTONSteamGenerative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
FrontacticsSteamGenerative AI tools were used during development to assist with the refinement of certain visual assets and to improve the quality and consistency of translations. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No generative AI is used to create content dynamically during gameplay.
Crawler 3DSteamSome assets have been created with the help of AI.
CalcinationSteamAI is used in this project to accelerate coding and assisted in generating some of the marketing material.
Arcane AbyssSteamSome in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay.
Voxel GambitSteamI have used generative AI for some parts or sections of the trailer creation and some voices or images used inside the game itself. All the code and inner workings of the game have been created by a person.
Tail RecursionSteamMusic — the background tracks were generated with AI.
Escape the UmbraSteamPre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
Ascend Pixel DungeonSteamAI was used to create character art, splashes, and maps. Includes additional music and codes.
GloomhallowSteamWhile a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as; - C# Coding - SFX Generation - OST Creation - Very select UI Animations
UndermoonSteamSome sound effects, written content, and artwork were generated with AI and then manually edited and refined.
Hellscums tacticsSteamapplying filters and effect to artwork for promotional materials on the Steam page generating simple sounds/audio for later editing and mixing in Audacity
TatomicSteamTatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display. Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction.
Rhodian ExodusSteamAI mainly used to generate images and icons. Some usage in automated testing.
Cubic Color ConfusionSteamGenerative AI was used to help with localization.
Captive 3000SteamIncludes AI and handcrafted artwork and audio
Caribbean ProspectorSteamSome pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
Jackpot Poker DestructionSteamSome of this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static.
Slot & DungeonsSteamGenerative AI was used in the creation of a small number of image assets included in this game.
日本地図 都市パズルSteamSome of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX: Zundamon).
SynclineSteamSyncline is developed by me — AI tools were used to assist with parts of development, including code, some text content (UI copy, tutorial hints, level descriptions, store page copy), localization/translations, and some audio. All such content was directed by me and reviewed/edited before being included. No content is generated by AI at runtime — everything players see, hear, and play is fixed at build time.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dungeon Typist In-game content art | Generative AI was used to assist in creating a small number of icons. | IDfeng | - | Aug 28, 2026 | |
Chessplosion In-game content arttext | Generative AI was used to assist in the creation of some promotional artwork and to help with the writing and localization of certain text. All such content was reviewed and, where necessary, edited before use. No AI-generated content is created in real time during gameplay. | François Duchesne | - | Aug 26, 2026 | |
Anywhere RPG Live AI arttext | This game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time. | Max Loh | - | Aug 25, 2026 | |
Dreadgence Dev only code | Code generation and quality assurance testing/reporting. | Limited Input LLC | - | Aug 25, 2026 | |
Defend the Dragon Palace! In-game content arttext | Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets. | Crystal Cat | - | Aug 25, 2026 | |
REOGUNA In-game content art | This game icons and artwork include AI-generated assets. | MUU2 Products. | - | Aug 24, 2026 | |
Stackflow In-game content audiotext | Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. No AI-generated artwork, and no AI content is generated while the game is running. | Caue Ferrareto | 190 | Aug 24, 2026 | |
Rotten Keep In-game content art | Some of the art in the game was created with the help of AI. | Gergo V | - | Aug 23, 2026 | |
Checkmate Kingdoms: Ancient Origin In-game content art | Generative AI tools were used during development to assist in creating and refining some pre-generated visual assets, including selected in-game backgrounds. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate content using AI during gameplay. | SAMWOO STUDIO | - | Aug 23, 2026 | |
SIGNOS: AI Robot Builder In-game content artaudio | This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team. | zeoperdise | - | Aug 22, 2026 | |
AsterMaster In-game content artaudiotext | Some pre-made content was created with the help of generative AI and curated by the developer: promotional/splash artwork and some item icons, several source 3D meshes, background music tracks, and portions of in-game flavor text. The game does not generate any content at runtime. | Zebka LTD | - | Aug 22, 2026 | |
Tactical Squad In-game content audio | The background music was generated using AI, but it is intended to be replaced with human-made music once suitable tracks are found. | Anarchy Corner | - | Aug 22, 2026 | |
FlashWords: Wordfall Store/marketing textart | Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer. | Rising Edge | - | Aug 22, 2026 | |
ORB27 Unclear art | Art Assets Generated by AI. Vibe Coded Game.
Moddable. Fully Editable. | iFlo | - | Aug 22, 2026 | |
Worldkampf '72 In-game content codeaudio | We used coding assistance as well as music generation | Ubben Ubben Studios | - | Aug 22, 2026 | |
IM: VVI Galaxy Runaway In-game content audio | The current trailer temporarily uses AI-generated music as placeholder material, which we plan to replace with original music in a future update. | Taiji Bala | - | Aug 20, 2026 | |
Grim wanderings reborn In-game content art | Most of the graphic images were generated using AI with further manual processing | Ellinia games | - | Aug 19, 2026 | |
RPG System In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay. | J&V ENTERTAINMENT LTDA | - | Aug 19, 2026 | |
Project Ricochet Dev only code | Generative AI was used during development to assist with writing and improving parts of the game code. All AI-assisted code was reviewed, edited, and integrated by the development team. | ExertionGame | - | Aug 19, 2026 | |
Brawl Chess In-game content arttext | AI Generated Artwork & Localization | Mr. Y | - | Aug 19, 2026 | |
TANKS Total Destruction In-game content audioart | The game uses various AI models for:
- voice-over
- images
- the intro/video | 2DevStudio | - | Aug 17, 2026 | |
Colosseum Infection In-game content art | Generative AI tools were used to create some background assets used within the actual game client. All game assets created this way were pre-generated and fixed by the developer. | 4DallorPlus | - | Aug 16, 2026 | |
Kingsfall:Chess In-game content art | Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay. | Kahuna Studios | - | Aug 15, 2026 | |
Neubo In-game content art | In this game AI was used to generate a few abstract textures in 4th and 5th game worlds. Game's logo was also made partially with a help of image generation tooling. | Neubound Games | - | Aug 14, 2026 | |
VERLIES III - Resurrection Store/marketing art | In the interest of transparency, illustrations were created with the help of AI-assisted tools, used as creative support within a human-led artistic process. | Koya Game | - | Aug 14, 2026 | |
Breathtoll In-game content art | Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens. | Josh Winter | - | Aug 11, 2026 | |
Tunnelborn Store/marketing art | As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos. | CROCFISH | - | Aug 11, 2026 | |
Recursive Access In-game content art | This game contains pre-generated AI-assisted visual assets. Specifically, the background HDRI environment texture used for lighting/background purposes was created using generative AI. No live-generated AI content is presented to players during gameplay. | Colin Kidwell | - | Aug 10, 2026 | |
Dungeon Sookuma In-game content arttext | Generative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services. | 플랜츠게임 | - | Aug 8, 2026 | |
YOU ARE NEWTON In-game content arttext | Generative AI was used to assist in creating some promotional artwork and localization text. All AI-assisted content was reviewed and edited by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | YOU ARE NEWTON | - | Aug 8, 2026 | |
Frontactics In-game content arttext | Generative AI tools were used during development to assist with the refinement of certain visual assets and to improve the quality and consistency of translations. All AI-assisted content was reviewed and edited by the developer before being included in the final game. No generative AI is used to create content dynamically during gameplay. | Molba Studio | - | Aug 8, 2026 | |
Crawler 3D Unclear | Some assets have been created with the help of AI. | Wasdeq Games | - | Aug 7, 2026 | |
Calcination Store/marketing codeart | AI is used in this project to accelerate coding and assisted in generating some of the marketing material. | Alchemic Productions | - | Aug 5, 2026 | |
Arcane Abyss In-game content art | Some in-game artwork—including characters, monsters, weapons, backgrounds, card illustrations, and UI assets—as well as some store page images, was created using pre-generated AI tools. All generated assets were selected, edited, adjusted, and reviewed by the developer before being included in the game. The game does not generate AI content during gameplay. | SSF Works | - | Aug 5, 2026 | |
Voxel Gambit In-game content artaudio | I have used generative AI for some parts or sections of the trailer creation and some voices or images used inside the game itself. All the code and inner workings of the game have been created by a person. | Old Knight Studio | - | Aug 5, 2026 | |
Tail Recursion In-game content audio | Music — the background tracks were generated with AI. | DEV505 | - | Aug 4, 2026 | |
Escape the Umbra In-game content artaudio | Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay. | Tyborg | - | Aug 4, 2026 | |
Ascend Pixel Dungeon In-game content artaudiocode | AI was used to create character art, splashes, and maps. Includes additional music and codes. | Heaven's door | - | Aug 1, 2026 | |
Gloomhallow In-game content artaudiocode | While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations | Paragon 3D Studios LTD. | - | Jul 31, 2026 | |
Undermoon In-game content audiotextart | Some sound effects, written content, and artwork were generated with AI and then manually edited and refined. | momorange | - | Jul 31, 2026 | |
Hellscums tactics In-game content artaudio | applying filters and effect to artwork for promotional materials on the Steam page
generating simple sounds/audio for later editing and mixing in Audacity | Iron Wolf Story | - | Jul 30, 2026 | |
Tatomic In-game content art | Tatomic was originally created in 2008 for the first-generation iPhone, with artwork designed for its 480 × 320 display.
Generative AI was used only to upscale and recreate the original artwork at higher resolutions while preserving the game’s original visual style. No generative AI was used to create the game’s design, gameplay, sound effects, music, or original art direction. | nitzan.games LLC | - | Jul 30, 2026 | |
Rhodian Exodus In-game content art | AI mainly used to generate images and icons. Some usage in automated testing. | Kostas Kougios | - | Jul 30, 2026 | |
Cubic Color Confusion In-game content text | Generative AI was used to help with localization. | eyesolated | - | Jul 30, 2026 | |
Captive 3000 In-game content artaudio | Includes AI and handcrafted artwork and audio | Twin-FX | - | Jul 29, 2026 | |
Caribbean Prospector In-game content artcodetext | Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features. | Denis Salanta | - | Jul 29, 2026 | |
Jackpot Poker Destruction Store/marketing art | Some of this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static. | Angels' Software | - | Jul 29, 2026 | |
Slot & Dungeons In-game content art | Generative AI was used in the creation of a small number of image assets included in this game. | MUC GAMES | 257 | Jul 28, 2026 | |
日本地図 都市パズル In-game content arttext | Some of the game's artwork (such as background images) and store/marketing assets were created with the assistance of generative AI tools, and all of them were reviewed and adjusted by the developer. Some in-game descriptive texts
were also drafted with AI assistance and manually verified. All AI-assisted content is pre-rendered — the game does not generate any content or code with AI during gameplay. Trailer narration uses VOICEVOX text-to-speech (VOICEVOX:
Zundamon). | LIMO | - | Jul 25, 2026 | |
Syncline In-game content textcodeaudio | Syncline is developed by me — AI tools were used to assist with parts of development, including code, some text content (UI copy, tutorial hints, level descriptions, store page copy), localization/translations, and some audio. All such content was directed by me and reviewed/edited before being included. No content is generated by AI at runtime — everything players see, hear, and play is fixed at build time. | KCEDERLUND.DEV | - | Jul 23, 2026 |