Swirl TogetherSteamSwirl Together contains a rotoscoping/masking model similar to Adobe’s roto brush, or Davinci Resolve's magic masking tool, and a depth-estimating model for colliders.
- Creator
- Gabriel Martin
- Reviews
- -
- Added
- Aug 28, 2026
Swirl TogetherSteamSwirl Together contains a rotoscoping/masking model similar to Adobe’s roto brush, or Davinci Resolve's magic masking tool, and a depth-estimating model for colliders.
RHYTHM NEBULASteamRhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated.
TOWERPULSESteamSome pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer. TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
Piano WarriorSteam"The help of an AI assistant has been used during the entire development process, including for content such as sound and localization."
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.
Note Bounce – Sheet Music Game & Video CreatorSteamSome promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Random MixSteamGenerative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved.
Beatlash: SurvivalSteamSome of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
walstad loomSteamClaude etc. were heavily used for the creation of this product.
Kuaiban!! Magical GirlSteamSome music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured. All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime.
Kairos-与时偕行SteamThis project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me. AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised. AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing.
SoundwaySteamGameplay, visuals, and code were built by hand. Only the bundled soundtrack used AI-assisted music tools, all of which I reviewed. Soundway is made for your own music — the built-in tracks just get you started.
HIRUNSteamSome of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay.
Beat SlicerSteamAI tooling and scripts were used in the development of the code base.
IKANDYSteamIKANDY includes an optional AI scene generator. When you choose to use it, it creates new audio-reactive visual scenes in real time from a text prompt you write. This content is generated live, only when you request it, using an AI service you connect with your own API key. Not required to use IKANDY. Some of IKANDY's artwork and promotional media (key art, trailer visuals and music, and some in-app imagery) was created with generative AI tools and is reviewed by the developer.
O2Jam : The BeginningSteamSome album artwork and illustrations are created with the assistance of AI generation tools during the production process. AI-generated outputs are used only as drafts or production aids. All such materials are carefully selected, modified, edited, and post-processed by our development team to create the final content. Every AI-assisted asset included in the game is finalized through the creative judgment and thorough review of our development team.
Metronome MageSteamThis game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience. Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running.
ViviSteamSome art assets in this game were initially generated by AI and have since been manually modified and reviewed before release.
SUBSØNICSteamGenerative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.
Concerto on White: Bass HeroSteamSome background images and item images are AI-assisted.
Hell-O-WordSteamThe code and art assets were created with the assistance of generative AI.
Tidal StringsSteamSome art assets, audio, and text translation were produced with the assistance of AI.
PulsewaveSteamSome assets in Pulsewave were created with the help of generative AI tools: - Background music tracks were composed using AI music generation tools, then reviewed and curated by the developer before inclusion. - Select store-page artwork (capsule images, marketing visuals) was AI-generated. All gameplay, game code, in-game graphics, and game design are human-made. No AI runs during gameplay - Pulsewave does not generate content in real time and does not connect to external AI services. All AI-generated assets were reviewed before inclusion to ensure they meet our quality and content standards.
Orbit CrisisSteamResearch assistance, technical guidance, text refinement, and code troubleshooting
PULSARISteamAt combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play.
rAIdio.botSteamrAIdio.bot is an AI music creation tool. Players use text prompts, style tags, and lyrics to generate original music tracks in real time using the ACE-Step audio generation model, which runs entirely on the player's local GPU — no cloud connection required. AI is also used for vocal synthesis, stem separation, and audio effects processing. All AI-generated content is created on-demand by the player and is unique to their session.
A.K.O - Arrow Keys OnlySteamUsed AI to help with localizations
All HallowsSteamGenerative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers."
Word CharadesSteamThis game uses generative AI only to create some 2D visual assets (e.g. key art, logos, achievement icons and other marketing/store artwork). All AI-generated content is pre-rendered, manually reviewed, and static. The game itself does not perform any live AI generation, does not take user prompts for AI, and does not send any user data to AI services.
A Game About Day TradingSteamClaude code was used to generate code.
Blink Atomic MusicSteamWe generate music using AI. Store page art assets were created using AI.
Neon HoleSteamMusic used in the game is generated by AI. Writing code of the game was supported by AI.
ASCII-RIFTSteamASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay.
Rhythm RacerSteamSome of the music tracks included have been created using Suno to avoid copyright infringement for players looking to share video content of the game.
DiscoCatSteamGenerative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application.
Act! Autonomy: Cell-TonesSteamAI tools were used to assist in texture generation for some scene elements and UI assets (excluding character art and CGs). However, all initial concept designs and final assets are hand-drawn, manually retouched, or heavily overpainted by the developer to ensure artistic consistency and originality. No raw AI output is used directly in the game.
Tied to the BeatSteamSome of the music were labelled as AI-generated by their original authors on Pixabay.
T-DrumSteamAI was used to iterate different variations of concept art, textures, sprites and capsule art. The final versions always went through manual editing and adjustments. AI was also used to perform quick image processing edits and to generate boiler plate code.
VisEQ31: 3D Music VisualizerSteamThe application includes two pre-generated sample audio tracks (.WAV format) created using generative AI tools. These tracks are provided solely as demonstration files for users to test the 3D visualizer's response. All other assets, code, and the 31-band visualization engine itself are human-authored.
MandalaSteamGenerative AI was used to assist with localization
SoundscapesSteamSome image mockups and prototype code have been generated using AI
Melody FriendsSteamGenerative AI was used only to help create some included music tracks (via Suno). No AI was used for images or other visual assets.
ClickWaveSteamSome illustrations for the Steam page were created using AI.
BEATSHIFT ARENASteamThis game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer. No AI systems are used to generate content during gameplay.
DiatonicSteamAI tools were occasionally used to assist with code generation and text editing like initial translations for localization before human review.
电音弹道SteamSome code, assets, and music are AI-assisted.
AUDIOMECHSteamTranslated from English with machine assistance.
Rune Rhythm RealmSteamapp icon generated by ai
Scooter SlayerSteam99% of the code, references, music and some textures are generated by neural networks
MiM: Meditation Interactive MatrixSteamWe used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Swirl Together Dev only art | Swirl Together contains a rotoscoping/masking model similar to Adobe’s roto brush, or Davinci Resolve's magic masking tool, and a depth-estimating model for colliders. | Gabriel Martin | - | Aug 28, 2026 | |
RHYTHM NEBULA general | Rhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated. | NEBULA CORP | - | Aug 28, 2026 | |
TOWERPULSE In-game content artaudio | Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running. | Greg HAT | - | Aug 26, 2026 | |
Piano Warrior In-game content audiotext | "The help of an AI assistant has been used during the entire development process, including for content such as sound and localization." | Leonid Cebotari | - | 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 | |
Note Bounce – Sheet Music Game & Video Creator In-game content art | Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted. | Cihad Turhan | - | Aug 22, 2026 | |
Random Mix In-game content textart | Generative AI tools assisted with some pre-generated player-facing text, localization, visual designs, and store and marketing content. All resulting material was reviewed and edited before inclusion. Random Mix does not use generative AI at runtime or connect to an AI service. Its music is generated locally through conventional procedural algorithms based on music-theory rules; no machine-learning model is involved. | InternalErrorX | - | Aug 22, 2026 | |
Beatlash: Survival In-game content art | Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer. | Hawks and Owls | - | Aug 11, 2026 | |
walstad loom Unclear | Claude etc. were heavily used for the creation of this product. | sleepingox | - | Aug 5, 2026 | |
Kuaiban!! Magical Girl In-game content artaudio | Some music tracks and visual art assets in this game were created with the help of generative AI tools. All such assets were curated, edited, and approved by the development team before being included in the build, and all required commercial-use rights have been secured.
All AI-generated content is pre-rendered and shipped with the game — no live AI generation occurs during gameplay, and the game does not connect to any external AI service at runtime. | Sounds Good Studio | - | Aug 4, 2026 | |
Kairos-与时偕行 Dev only codetext | This project is human-led and human-authored. The core concept, research direction, cultural framing, interactive decisions, visual judgement, source selection, and the final content of the work were all determined by me.
AI was used as a supporting production tool, mainly for: debugging Unity and C# errors; suggesting code structure for prototype scripts; organising local folders and repository structure; searching for public references and technical resources; and drafting editable documentation outlines that I then reviewed and revised.
AI was not used as an autonomous author. It did not decide the research direction, cultural interpretation, aesthetic intention, or final meaning of the work. AI-generated text and code were treated as working material - selected, edited, corrected, rejected, or rewritten. The personal reflection was written by me; no AI-generated text is presented as personal reflective writing. | Jiakang Lin | - | Aug 1, 2026 | |
Soundway In-game content audio | Gameplay, visuals, and code were built by hand. Only the bundled soundtrack used AI-assisted music tools, all of which I reviewed. Soundway is made for your own music — the built-in tracks just get you started. | Naughty Horse | - | Jul 23, 2026 | |
HIRUN In-game content audio | Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay. | JumpyBambi | - | Jul 18, 2026 | |
Beat Slicer Dev only code | AI tooling and scripts were used in the development of the code base. | XtremeZero | - | Jul 11, 2026 | |
IKANDY Live AI artaudio | IKANDY includes an optional AI scene generator. When you choose to use it, it creates new audio-reactive visual scenes in real time from a text prompt you write. This content is generated live, only when you request it, using an AI service you connect with your own API key. Not required to use IKANDY. Some of IKANDY's artwork and promotional media (key art, trailer visuals and music, and some in-app imagery) was created with generative AI tools and is reviewed by the developer. | L&R Entertainment LLC | - | Jul 4, 2026 | |
O2Jam : The Beginning In-game content art | Some album artwork and illustrations are created with the assistance of AI generation tools during the production process. AI-generated outputs are used only as drafts or production aids. All such materials are carefully selected, modified, edited, and post-processed by our development team to create the final content. Every AI-assisted asset included in the game is finalized through the creative judgment and thorough review of our development team. | SuperTurbine Technology Inc. | 118 | Jul 1, 2026 | |
Metronome Mage In-game content artaudio | This game uses generative AI as part of its asset production workflow. AI tools were used to help create and iterate on certain visual materials, including pixel-art characters, enemies, effects, music, and promotional images. These outputs were reviewed, selected, and integrated by the developer to match the game’s intended style and experience.
Generative AI is not used to produce personalized content from player input during gameplay, and the game does not rely on AI-generated responses or live AI systems while running. | BKN | - | Jun 30, 2026 | |
Vivi In-game content art | Some art assets in this game were initially generated by AI and have since been manually modified and reviewed before release. | 雷雨Rainey | - | Jun 27, 2026 | |
SUBSØNIC Store/marketing text | Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized. | Komar Labs | - | Jun 15, 2026 | |
Concerto on White: Bass Hero In-game content art | Some background images and item images are AI-assisted. | C11 Games | - | Jun 4, 2026 | |
Hell-O-Word In-game content artcode | The code and art assets were created with the assistance of generative AI. | KYChen | - | Jun 3, 2026 | |
Tidal Strings In-game content artaudiotext | Some art assets, audio, and text translation were produced with the assistance of AI. | June666 | - | May 23, 2026 | |
Pulsewave In-game content audioart | Some assets in Pulsewave were created with the help of generative AI tools:
- Background music tracks were composed using AI music generation tools, then reviewed and curated by the developer before inclusion.
- Select store-page artwork (capsule images, marketing visuals) was AI-generated.
All gameplay, game code, in-game graphics, and game design are human-made. No AI runs during gameplay - Pulsewave does not generate content in real time and does not connect to external AI services. All AI-generated assets were reviewed before inclusion to ensure they meet our quality and content standards. | Grindare Studio | - | May 23, 2026 | |
Orbit Crisis Dev only textcode | Research assistance, technical guidance, text refinement, and code troubleshooting | Serious Hallucinations | - | May 23, 2026 | |
PULSARI In-game content audio | At combo 32, a full synth pad blooms into the void. That peak harmonic layer is generated by Google's Lyria 3 Pro music model, then mastered, EQ'd, and timed by hand to fit each track's BPM and key. The other audio layers — kick, bass, arpeggio — are synthesized live in the Web Audio API. All beat charts, timing windows, and gameplay are hand-designed. No procedural or AI-generated content drives play. | Critics Arcade | - | May 23, 2026 | |
rAIdio.bot Live AI audio | rAIdio.bot is an AI music creation tool. Players use text prompts, style tags, and lyrics to generate original music
tracks in real time using the ACE-Step audio generation model, which runs entirely on the player's local GPU — no
cloud connection required. AI is also used for vocal synthesis, stem separation, and audio effects processing. All
AI-generated content is created on-demand by the player and is unique to their session. | Creative Mayhem | - | May 23, 2026 | |
A.K.O - Arrow Keys Only In-game content text | Used AI to help with localizations | adarkfable | - | May 23, 2026 | |
All Hallows In-game content audioart | Generative AI (SoundID VoiceAI) was used to process recorded voice-acting performances for character dialogue and undead vocals. AI tools were also used in the creation of environmental textures and ambient sound layers." | Aardvark Anteater Acoustics | - | May 23, 2026 | |
Word Charades In-game content art | This game uses generative AI only to create some 2D visual assets (e.g. key art, logos, achievement icons and other marketing/store artwork). All AI-generated content is pre-rendered, manually reviewed, and static.
The game itself does not perform any live AI generation, does not take user prompts for AI, and does not send any user data to AI services. | Howard Greenspan | - | May 23, 2026 | |
A Game About Day Trading Dev only code | Claude code was used to generate code. | We Are the Dolphins | - | Mar 18, 2026 | |
Blink Atomic Music In-game content audioart | We generate music using AI.
Store page art assets were created using AI. | JinCycle | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
ASCII-RIFT In-game content audiocode | ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay. | End of Line Club | - | Mar 18, 2026 | |
Rhythm Racer In-game content audio | Some of the music tracks included have been created using Suno to avoid copyright infringement for players looking to share video content of the game. | Elusive Byte | - | Mar 18, 2026 | |
DiscoCat In-game content art | Generative AI was used during the development process to assist in creating 2D visual assets, including the character art (the cyber cat) and promotional imagery. These assets were pre-generated and are included as static files within the application. | LuviaWorks | - | Mar 18, 2026 | |
Act! Autonomy: Cell-Tones In-game content art | AI tools were used to assist in texture generation for some scene elements and UI assets (excluding character art and CGs). However, all initial concept designs and final assets are hand-drawn, manually retouched, or heavily overpainted by the developer to ensure artistic consistency and originality. No raw AI output is used directly in the game. | PaperAct | - | Mar 18, 2026 | |
Tied to the Beat In-game content audio | Some of the music were labelled as AI-generated by their original authors on Pixabay. | Javier Lianes García | 20 | Mar 18, 2026 | |
T-Drum In-game content artcode | AI was used to iterate different variations of concept art, textures, sprites and capsule art. The final versions always went through manual editing and adjustments.
AI was also used to perform quick image processing edits and to generate boiler plate code. | LV Studio | - | Mar 18, 2026 | |
VisEQ31: 3D Music Visualizer In-game content audio | The application includes two pre-generated sample audio tracks (.WAV format) created using generative AI tools. These tracks are provided solely as demonstration files for users to test the 3D visualizer's response. All other assets, code, and the 31-band visualization engine itself are human-authored. | YD Visual | - | Mar 18, 2026 | |
Mandala In-game content text | Generative AI was used to assist with localization | Divora | - | Mar 18, 2026 | |
Soundscapes Dev only artcode | Some image mockups and prototype code have been generated using AI | Fresh Coast Game Studio | - | Mar 18, 2026 | |
Melody Friends In-game content audio | Generative AI was used only to help create some included music tracks (via Suno). No AI was used for images or other visual assets. | WINE GL | 10 | Mar 18, 2026 | |
ClickWave Store/marketing art | Some illustrations for the Steam page were created using AI. | Gremushka | - | Mar 18, 2026 | |
BEATSHIFT ARENA In-game content artaudiocode | This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer.
No AI systems are used to generate content during gameplay. | Bondigi Games | - | Mar 18, 2026 | |
Diatonic In-game content text | AI tools were occasionally used to assist with code generation and text editing like initial translations for localization before human review. | Nonzero Games | - | Mar 18, 2026 | |
电音弹道 In-game content artaudiocode | Some code, assets, and music are AI-assisted. | MindFlow | 12 | Mar 18, 2026 | |
AUDIOMECH Unclear | Translated from English with machine assistance. | Dylan Fitterer | - | Mar 18, 2026 | |
Rune Rhythm Realm In-game content art | app icon generated by ai | 红骑士独立游戏 | - | Mar 18, 2026 | |
Scooter Slayer In-game content codeaudioart | 99% of the code, references, music and some textures are generated by neural networks | Kulix Games | - | Mar 18, 2026 | |
MiM: Meditation Interactive Matrix In-game content codeaudioart | We used AI-assisted tools during development to help generate portions of our game code, synthesize the voice of our virtual guide “MiM,” and create concept artwork and UI assets. No AI runs during gameplay—these technologies were purely production aids to streamline our workflow and enhance the game’s visuals and audio. | In Stereo Games | - | Mar 18, 2026 |