Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
- Creator
- Bitmagic
- Reviews
- -
- Added
- Oct 12, 2026
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Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play.
Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model. Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game. The images and the video on this store page are captured from the running game.
Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services.
Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay.
Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface.
Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay.
Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services.
Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay.
AI is used for the image creations (popups, menu items and dialogs included) only.
AI was used for Locolization to different languages for better language support.
For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality.
The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers. Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu.
Some sound effects are generated by AI.
Pre-Generated: the music was generated with AI tools.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping. No content is generated by AI during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI.
We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores.
Some in-game image assets were generated using AI tools, but all of them have been re-arranged and painted over by our artists.
WarpRacer may include pre-generated visual assets created with assistance from generative AI tools. It does not use generative AI to create content or code during gameplay, and it does not connect to external AI services during gameplay.
Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine. AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects. No content is generated using AI whilst running the game.
Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI.
AI generation including Codes, models, sfx, bgm.
Store promotional art and some in‑game model and texture assets are created using generative AI.
We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset. Here is how we utilized generative AI in our game: • Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets. • Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI. • Proofreading: We utilize AI to proofread our texts and scripts.
The logos and some UI elements were upgraded by IA to better quality.
Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer. All gameplay, programming, level design, and game logic were created and implemented by the developer.
AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI.
Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay.
Vibe-coding
Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime.
This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game.
No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in. I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Some images and audio were generated using AI.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
It has been used in the store page images.
Fully procedural art & audio.
Generative AI tools were used to help create some in-game visual and audio assets.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Squall Riders In-game content artaudio | Generative AI tools were used during development to create the sky panoramas, several 3D models and textures, the music and sound effects, and the store art. No AI content is generated while you play. | Bitmagic | - | Oct 12, 2026 | |
Highway-Formosa In-game content arttext | Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance. | Studio Bing-Huan | - | Oct 12, 2026 | |
Spherion In-game content art | Some pre-rendered 2D artwork and textures, including promotional artwork, were created with generative AI and reviewed and edited by the developer. The game does not generate AI content during play. | DPとーやま | - | Oct 10, 2026 | |
Rennspiel In-game content artaudiotext | Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.
Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.
The images and the video on this store page are captured from the running game. | schikane | - | Oct 9, 2026 | |
STRADA KOREA In-game content arttext | Generative AI was used during development to create some vegetation textures and to assist with in-game text, quest descriptions, and store copy. This content is prepared in advance and included with the game. The game does not generate AI content during gameplay or connect to third-party AI services. | Tunguska | - | Oct 9, 2026 | |
Frequência RC In-game content arttext | Generative AI helped create promotional artwork and interface translations. No generative AI runs during gameplay. | JxGames | - | Oct 8, 2026 | |
Retro Racers In-game content art | Generative AI was used to create some pre-rendered images displayed in the game’s menus and user interface. | Kavari Studio | - | Oct 8, 2026 | |
Left! Left! LEFT! Store/marketing art | Generative AI tools were used during development to assist with creating some store and marketing materials. The game itself does not use generative AI during gameplay. | Stellux Interactive | - | Oct 7, 2026 | |
Super Retro Race In-game content artaudio | Pre-generated AI content was used for some menu and HUD artwork, promotional images, and recorded narrator and radio voice clips. These assets were reviewed and integrated during development. The game does not generate AI content at runtime or connect to external AI services. | NEXTFRAME STUDIO | - | Oct 7, 2026 | |
ROTORORA Drone Racing In-game content audiotext | Generative AI was used during development to create background music and sound effects, and to assist with store text and translations. These assets are prepared before release. The game does not generate content or connect to AI services during gameplay. | JinCycle | - | Oct 3, 2026 | |
RPM: Next Drag Racing Simulator In-game content art | AI is used for the image creations (popups, menu items and dialogs included) only. | AKILLIMUM TECHNOLOGY OU | - | Oct 3, 2026 | |
MotoBox In-game content text | AI was used for Locolization to different languages for better language support. | Playdemic Games | - | Oct 3, 2026 | |
SPEEDING In-game content text | For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality. | CATEA Studio | - | Oct 2, 2026 | |
Lead Foot In-game content audiotext | The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance. | Filip Suta | - | Oct 1, 2026 | |
Hardpack Rally In-game content codeart | Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play. | Andre Gomes | - | Oct 1, 2026 | |
Motorsport Manager 2 In-game content art | Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers.
Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu. | Playsport Games | - | Oct 1, 2026 | |
Formula Manager In-game content audio | Some sound effects are generated by AI. | Toast & Circuit | - | Sep 30, 2026 | |
Dirt Ruckus In-game content audio | Pre-Generated: the music was generated with AI tools. | PapaBazar Games | - | Sep 30, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
Pedal Pedal Pedal Store/marketing arttext | Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay. | Downward Dog Games | - | Sep 28, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 | |
I Was Reincarnated as a Bosozoku Hamster, So I Became a Racing Champion to Return Home In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Roadshift In-game content artcodetext | Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI. | RVLWorks | - | Sep 25, 2026 | |
Reaper GP In-game content art | We cautiously use AI for extending our 2D elements such as icons. We always start with OUR art first. All in game 3D art is created by artists or uses asset packs from various asset stores. | M80 Games Inc | - | Sep 24, 2026 | |
Steal the Chicken In-game content art | Some in-game image assets were generated using AI tools, but all of them have been re-arranged and painted over by our artists. | Bai | - | Sep 24, 2026 | |
WarpRacer In-game content art | WarpRacer may include pre-generated visual assets created with assistance from generative AI tools. It does not use generative AI to create content or code during gameplay, and it does not connect to external AI services during gameplay. | Next Dimension Fun | - | Sep 24, 2026 | |
Highside Challenge In-game content artaudio | Generative AI tools were used to assist in the creation and refinement of visual assets, music, and voice content. All final assets were selected, edited, adapted, and integrated by the developer. No AI-generated content is created during gameplay. | codeGamepad | - | Sep 19, 2026 | |
Neon Chase In-game content audio | Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game. | Rogue Software | - | Sep 18, 2026 | |
Ridiculous Racing: Retro Arcade Racer In-game content art | Music and some sprites created with the help of procedural generation. Store presence created with the assistance of AI. | Koding Nights | - | Sep 12, 2026 | |
Downhill Drift In-game content codeartaudio | AI generation including Codes, models, sfx, bgm. | Rainy Walker | - | Sep 10, 2026 | |
FPV Sky - Drone Simulator art | Store promotional art and some in‑game model and texture assets are created using generative AI. | TLSoul | - | Sep 9, 2026 | |
Lane Rider: Highway Runner In-game content artaudiotext | We are a small studio with only six people actively involved in development. For teams like ours, generative AI is a supportive tool that helps us realize a creative vision that would otherwise be completely out of reach within our budget. It allows us to focus on what we love doing most: creating games. We view AI strictly as a practical toolset.
Here is how we utilized generative AI in our game:
• Visual Assets: We use generative AI for both concept art and in-game graphics. The vast majority of these AI-generated images are manually modified, iterated upon, and finalized by our artist. We have not replaced any jobs; our games simply feature richer visual assets.
• Audio & Voice-over: Voice-over (VO) lines and several music tracks were generated using AI.
• Proofreading: We utilize AI to proofread our texts and scripts. | Home Net Games | - | Sep 9, 2026 | |
Compact Racing: Dirty Trucks 4x4 In-game content art | The logos and some UI elements were upgraded by IA to better quality. | Softdimension Games | - | Sep 6, 2026 | |
Hill Highway In-game content art | Some visual assets and promotional materials were created or assisted using generative AI tools and have been reviewed, modified, and integrated by the developer.
All gameplay, programming, level design, and game logic were created and implemented by the developer. | Geet | - | Sep 6, 2026 | |
Personal Racing Store/marketing text | AI assistance (a large language model) was used to translate the store page description into English. No in-game assets — 3D models, textures, music, or sound — were created using generative AI. | Dídac | - | Sep 4, 2026 | |
Rogue Circuit In-game content art | Some visual artwork and marketing assets were created or edited with generative AI under developer direction. All gameplay systems are authored, and no content is generated during gameplay. | Jorge Francisco Bescos Gascon | - | Sep 1, 2026 | |
SplitOut Unclear code | Vibe-coding | 1337Interactive | - | Sep 1, 2026 | |
Decadrive In-game content art | Some visual assets (sprites and promotional art) were created with generative AI tools and then edited. The game does not generate AI content at runtime. | MARVIN BRAGA SISTEMAS LTDA | - | Sep 1, 2026 | |
Derby Champions In-game content artaudio | This game includes limited use of generative artificial intelligence in the creation of certain visual and audio assets. These AI-assisted elements were used to support the development process and are integrated alongside original, human-created content. All assets have been reviewed and curated to ensure they meet the quality and artistic standards of the game. | The Lazy Grid | - | Sep 1, 2026 | |
Divebomb: Weaponized Racing Dev only artcode | No Generative AI art was used in-game or in any of the promotional material. However, ai-assisted tools were used in development for coding assistance and image editing tasks such as upscaling and cleanup of screenshots to be used in capsule arts. | RPM Digital | - | Sep 1, 2026 | |
CrashFest In-game content artaudiocode | CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine. | Menno van Hout | - | Aug 31, 2026 | |
Gaming DNA & ESTI Unclear artaudio | Some images and audio were generated using AI. | Goblet Studio | - | Aug 30, 2026 | |
ViewerFrenzy In-game content audioart | ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay. | OldManObserver | - | Aug 29, 2026 | |
Motor Sport Unbounded Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | 7 Wolf Games | - | Aug 26, 2026 | |
Car Parkour 3 Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 25, 2026 | |
四驱车:冠军之路 Unclear artaudio | Fully procedural art & audio. | Night Garage Games | - | Aug 23, 2026 | |
Wanted Drift In-game content artaudio | Generative AI tools were used to help create some in-game visual and audio assets. | Steadfast | - | Aug 22, 2026 | |
VOXEL DRIFT RACER In-game content art | Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made. | NOVACORE STUDIO | - | Aug 22, 2026 | |
Neon Cruisers 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 20, 2026 |