Grave ProfitsSteamAutoregressive Gen Assist & Debugging
- Creator
- Cryo Chrome
- Reviews
- -
- Added
- Aug 28, 2026
Grave ProfitsSteamAutoregressive Gen Assist & Debugging
Gods of PeganaSteamA small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion.
What Iron Cannot HoldSteamAI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements.
Cthulhu RampageSteamThe store page banner
The Day I Became a WerewolfSteamGenerative AI was used during the development and publishing process.
Raise, Rise & DieSteamCharacter and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
Epsilon HyperpunkSteamAs an indie dev, I leveraged AI to create this game. Some voices are AI-generated. Concept art was generated for inspiration and then built from scratch.
SEVEILSteamGenerative AI tools were used in parts of this game's development, always under human creative direction. Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist. Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks. Code: The game's code was generated using AI coding tools. All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
Grimsorrow AcademySteamAI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion.
The HatchlingSteamThis game uses AI-generated Text-to-Speech technology for character voiceovers.
The Deep CallsSteamGenerative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer.
The Park KeeperSteamSome images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists. AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval.
Mutant TideSteamSome 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay.
佐拉塔的覆灭SteamProgramming, UI assets, and music were generated with AI assistance.
XenogardenSteamGenerative AI-assisted tools were used as part of the development process for Xenogarden. This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts. All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay.
西部枪手SteamAI-generated assets were used for the characters, enemies, and backgrounds.
A Dark CaveSteamDuring the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization.
The Long AwakeningSteamPortions of this game’s visual assets were created using AI generation tools.
Liminal ProtocolSteamGenerative AI was used during the development of this game to assist with: - Generating static illustrations for in-game achievement icons. - Generating placeholder sound effects to be swapped before exiting EA
Final CommitSteamThis game uses pre-generated AI-assisted content. Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
Forsaken FleetSteamGenerative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX. Gameplay systems and mechanics do not rely on AI-generated content. All generated assets are owned and licensed by us.
The Crown of The Vermillion DevilSteamAI DISCLOSURE Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it.
Infinite ArcanaSteamThis game uses generative AI during development for pre-rendered visual assets, store capsule and library artwork, icons, textures, and supporting marketing images. AI-generated material is reviewed and edited before inclusion. The game does not generate AI content for players during gameplay.
Love TrainSteamGenerative AI Disclosure Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer. The game does not include real-time generative AI features during gameplay.
MaximilienSteamAll of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation.
The PigmentSteamThe game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
AbsurDockSteamTo make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback.
Anomalous ObjectSteamThis game uses AI to generate some images.
Hell CleanersSteamDuring the development of Hell Cleaners, AI tools were used to create early concepts and references to help explore the visual direction of the game. All final art assets that ship in the game were created, painted, or reworked by hand by our art team. No AI-generated audio, voice, or narrative text is used in the shipped product. We believe games should be made by humans!
Brain-eating BrideSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Dwelling on the HillSteamIt was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves.
Cat DemnSteamAI is used to speed up the prototyping process. All final content is being made manually.
Lovecraft SurvivorsSteamVertical capsule image (store and library) generated using Adobe Firefly. All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs.
失光Steambgm and some sfx use ai shop and plot scene use ai we tend to replaced it as early as we can
均灵牌SteamThis game uses AI to create assets(in game assets and steam shop) and vibe coding
The Lord of Chaos and His Beautiful SuccubiSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Pawn Within: Two FatesSteamSome in-game images and sounds are generated by Generative Artificial Intelligence.
The Derailed: Devour the HarvestSteamThe game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists.
Bring Me More!SteamSome sprites have been created with the use of image generation models
Cage Bar: The Hunting GameSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Dimension Doctor: Succubus ClinicSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Transforming my fiancéeSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Spreading eerie cursesSteamThe content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
Deep SheolSteamGenerative AI (LLM) was used to assist in translating in-game text. Additionally, AI tools provided assistance in writing, optimizing, and debugging source code.
MEATHOOKSteam- To help embellish and shorten the introductory narrative text. - For localization. All in-game audiovisual assets have been custom made or edited from non-AI stock resources. Consult the in-game credits menu for more information.
Edge of MadnessSteamWe use AI technologies in a limited capacity during development. AI-assisted tools are used for localization (translation into multiple languages) and for generating some visual assets, such as preview images. The core game content, gameplay design, and the majority of assets are created without the use of AI.
SHEROK's Case ;RecollectionSteamThis game uses AI tools in a limited capacity for drafting certain text content (including translation and initial writing drafts) and for the title screen background music. However, all in-game scenarios, character expressions, direction, and game design are created and supervised by the developer. AI is used strictly as a supportive tool, and no content is generated in real-time during gameplay. All final content has been reviewed and edited by a human.
Innsmouth 22SteamOur game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds.
Kasasaburo's Secret Fishing SpotSteamThroughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids.
CARGO HUMANSteamThis game uses AI to generate some in-game graphic assets, assist with translation, and create promotional materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Grave Profits Dev only code | Autoregressive Gen Assist & Debugging | Cryo Chrome | - | Aug 28, 2026 | |
Gods of Pegana In-game content art | A small amount of public domain and commissioned art assets may have used genAI before passing to a human for modification/inclusion. | ManaScroll Games | - | Aug 20, 2026 | |
What Iron Cannot Hold In-game content art | AI was used in development of the game, features, and architecture. As well, AI was used to generate assets and visual elements. | Chris Woodward | - | Aug 17, 2026 | |
Cthulhu Rampage Store/marketing art | The store page banner | ᶻ 𝗓 𐰁 | - | Aug 13, 2026 | |
The Day I Became a Werewolf Dev only | Generative AI was used during the development and publishing process. | Studio Nox | - | Aug 11, 2026 | |
Raise, Rise & Die In-game content art | Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine. | Grimvault games | - | Aug 11, 2026 | |
Epsilon Hyperpunk In-game content audioart | As an indie dev, I leveraged AI to create this game. Some voices are AI-generated. Concept art was generated for inspiration and then built from scratch. | n8tus | - | Aug 8, 2026 | |
SEVEIL In-game content artaudiocode | Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay. | Fever Nap Studio | - | Aug 7, 2026 | |
Grimsorrow Academy In-game content codeart | AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion. | Tadeo Interactive | - | Aug 7, 2026 | |
The Hatchling In-game content audio | This game uses AI-generated Text-to-Speech technology for character voiceovers. | Ricardo Pratas | 12 | Aug 3, 2026 | |
The Deep Calls In-game content artaudiocode | Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer. | RandyPotatoGames | - | Jul 29, 2026 | |
The Park Keeper In-game content art | Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists.
AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval. | TacoEaters | - | Jul 27, 2026 | |
Mutant Tide In-game content art | Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay. | Saltghost | - | Jul 17, 2026 | |
佐拉塔的覆灭 In-game content artaudiocode | Programming, UI assets, and music were generated with AI assistance. | IndieCain | - | Jul 15, 2026 | |
Xenogarden In-game content arttextaudio | Generative AI-assisted tools were used as part of the development process for Xenogarden.
This includes support in creating and refining selected visual content such as concept art, artwork, textures, marketing materials and store page assets, as well as assistance with text, localization, sound/music ideas and creative drafts.
All content included in the game is pre-generated, selected, reviewed and curated. The game does not generate new AI content during gameplay and does not connect to external AI services during gameplay. | Stefan Krall | - | Jul 13, 2026 | |
西部枪手 In-game content art | AI-generated assets were used for the characters, enemies, and backgrounds. | 比岛礁石 | 23 | Jul 11, 2026 | |
A Dark Cave In-game content codetext | During the development of this game, AI coding assistants were used for programming support, and AI tools were used for localization. | Julian Bauer | - | Jul 7, 2026 | |
The Long Awakening In-game content art | Portions of this game’s visual assets were created using AI generation tools. | He Ziwei | - | Jul 6, 2026 | |
Liminal Protocol In-game content artaudio | Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons.
- Generating placeholder sound effects to be swapped before exiting EA | Rabbit House Games | - | Jul 2, 2026 | |
Final Commit In-game content art | This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay. | Gold Saucer | - | Jun 29, 2026 | |
Forsaken Fleet In-game content artaudio | Generative AI was used only for limited enhancements to marketing visuals, texture edits, and selected SFX.
Gameplay systems and mechanics do not rely on AI-generated content.
All generated assets are owned and licensed by us. | Zakym s. r. o. | - | Jun 28, 2026 | |
The Crown of The Vermillion Devil In-game content art | AI DISCLOSURE
Crown of the Vermillion Devil uses AI-generated imagery for its location artwork. All writing, game design, systems, music, and narrative content are original human-authored work. We are a small independent project and have been transparent about this from the start. If that affects your purchasing decision, we respect it. | Dylan Williams | - | Jun 28, 2026 | |
Infinite Arcana In-game content art | This game uses generative AI during development for pre-rendered visual assets, store capsule and library artwork, icons, textures, and supporting marketing images. AI-generated material is reviewed and edited before inclusion. The game does not generate AI content for players during gameplay. | Kier Works | - | Jun 28, 2026 | |
Love Train In-game content arttextaudio | Generative AI Disclosure
Some visual concepts, promotional images, text drafts, and background music were created or edited with the assistance of generative AI tools. The final materials were reviewed, selected, modified, and integrated by the developer.
The game does not include real-time generative AI features during gameplay. | MadMole | - | Jun 27, 2026 | |
Maximilien In-game content artaudio | All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation. | Yohan Dupuy | - | Jun 16, 2026 | |
The Pigment In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 9, 2026 | |
AbsurDock In-game content text | To make the game accessible to as many regions as possible, all translations besides English were produced using advanced generative AI localization tools. We are committed to updating these translations based on player feedback. | Phased Array Studios | - | Jun 3, 2026 | |
Anomalous Object In-game content art | This game uses AI to generate some images. | AIXLAB | - | Jun 3, 2026 | |
Hell Cleaners Dev only art | During the development of Hell Cleaners, AI tools were used to create early concepts and references to help explore the visual direction of the game. All final art assets that ship in the game were created, painted, or reworked by hand by our art team. No AI-generated audio, voice, or narrative text is used in the shipped product. We believe games should be made by humans! | WFP Entertainment | - | Jun 3, 2026 | |
Brain-eating Bride In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Jun 3, 2026 | |
Dwelling on the Hill In-game content textart | It was used solely as a tool to assist in adjusting the color palette in the localization of the text language and in the handcrafted capsule art we designed ourselves. | Apocrifa Labs Interactive | - | Jun 3, 2026 | |
Cat Demn Dev only | AI is used to speed up the prototyping process. All final content is being made manually. | Edgelord Games | - | May 23, 2026 | |
Lovecraft Survivors In-game content art | Vertical capsule image (store and library) generated using Adobe Firefly.
All in-game content (sprites, music, sound effects) is human-created or licensed from human-made asset packs. | Threshold Games | - | May 23, 2026 | |
失光 In-game content audiotext | bgm and some sfx use ai
shop and plot scene use ai
we tend to replaced it as early as we can | LunarEat Studio | - | May 23, 2026 | |
均灵牌 In-game content artcode | This game uses AI to create assets(in game assets and steam shop) and vibe coding | IndieCain | - | May 23, 2026 | |
The Lord of Chaos and His Beautiful Succubi In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0010 | - | May 23, 2026 | |
Pawn Within: Two Fates In-game content artaudio | Some in-game images and sounds are generated by Generative Artificial Intelligence. | Jin Yang | - | May 23, 2026 | |
The Derailed: Devour the Harvest In-game content textart | The game's translation was partially assisted by AI, but all in-game text was created and edited by real people. AI was used to enhance a small portion of the textures, but these were always manually refined afterward and served only as one method to make the textures sharper alongside other hand-made improvements in graphic editors. All images, including signs and drawings on the walls, were commissioned from real artists. | Deformed Dreams Studio | - | May 23, 2026 | |
Bring Me More! In-game content art | Some sprites have been created with the use of image generation models | Dancing Cucumber Studio | - | May 23, 2026 | |
Cage Bar: The Hunting Game In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Dimension Doctor: Succubus Clinic In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0006 | - | May 23, 2026 | |
Transforming my fiancée In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK20006 | - | May 23, 2026 | |
Spreading eerie curses In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | May 23, 2026 | |
Deep Sheol In-game content textcode | Generative AI (LLM) was used to assist in translating in-game text.
Additionally, AI tools provided assistance in writing, optimizing, and debugging source code. | Acid Arrow Studio | - | May 23, 2026 | |
MEATHOOK In-game content text | - To help embellish and shorten the introductory narrative text.
- For localization.
All in-game audiovisual assets have been custom made or edited from non-AI stock resources. Consult the in-game credits menu for more information. | Alex Rassloff | - | May 23, 2026 | |
Edge of Madness In-game content textart | We use AI technologies in a limited capacity during development. AI-assisted tools are used for localization (translation into multiple languages) and for generating some visual assets, such as preview images. The core game content, gameplay design, and the majority of assets are created without the use of AI. | The Yellow Sign | - | May 23, 2026 | |
SHEROK's Case ;Recollection In-game content textaudio | This game uses AI tools in a limited capacity for drafting certain text content (including translation and initial writing drafts) and for the title screen background music.
However, all in-game scenarios, character expressions, direction, and game design are created and supervised by the developer.
AI is used strictly as a supportive tool, and no content is generated in real-time during gameplay.
All final content has been reviewed and edited by a human. | Gamitive Of Miya | - | May 23, 2026 | |
Innsmouth 22 In-game content art | Our game is a Visual Novel where the images are completely generated by artificial intelligence, both characters and backgrounds. | Raven Novels | - | May 23, 2026 | |
Kasasaburo's Secret Fishing Spot In-game content codeaudio | Throughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids. | 蜃界屋 MIRAGEHOUSE | - | May 23, 2026 | |
CARGO HUMAN In-game content arttext | This game uses AI to generate some in-game graphic assets, assist with translation, and create promotional materials. | ENDROLL | - | Mar 18, 2026 |