Generative AI was used during development to create and refine some of the game’s visual assets, including certain images and textures.
- Creator
- SKEF_5XX3
- Reviews
- -
- Added
- Oct 12, 2026
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used during development to create and refine some of the game’s visual assets, including certain images and textures.
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.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game. No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
AI tools were used to help prepare sketches for the store capsule artwork.
Generative AI used in the development of the title, and the marketing of it.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team.
Some monster and equipment assets, as well as images used on the Steam store page, were AI-generated and subsequently refined and edited manually.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Some in-game 3D models, textures and sound effects are generated by code written with AI assistance.
The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played.
The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images.
Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service.
Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play.
Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline.
用AI来辅助制作宣传素材
Disclosure regarding Generative AI This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets.
The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play.
Some sound effects, music, and artwork were made with the help of AI. All artwork involved human creation or adjustment and processing.
Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team.
Some 2D pixel-art sprites and illustrations (fortune-game icons, items and backgrounds) were created with the help of AI image tools (PixelLab) and then edited and curated by our developer. All game text, fortune logic, code, sound and the cat character animations are made by the developer or licensed (CC0/OFL).
Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play.
Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay.
Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay.
AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish.
AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI.
The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay.
background and Logo with created AI.
Generative AI was used only to help draft and polish English store-page text, as English is not my first language. No game assets, images, sound effects, or music were generated using generative AI. Screenshots show actual gameplay, and promotional artwork uses in-game renders. The game does not generate AI content during gameplay or connect to external AI services.
Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development: Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair. Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art.
Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer. Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand: - Store artwork, logos and the main menu background image - Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese - Help with some in-game descriptions (shows, films, characters) The game does not use AI while you play.
The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play.
Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game.
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 tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team.
Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French. The English text, all art, music and sound are made by hand.
All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game. Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing.
some 2D art elements & some audio
Textures, Sprites and Art is AI generated. Lots of manual modification take place after the AI generates the first pass.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SKEFs Night Grill In-game content art | Generative AI was used during development to create and refine some of the game’s visual assets, including certain images and textures. | SKEF_5XX3 | - | 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 | |
2D Hates 3D In-game content artcode | AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer. | Hanzly Studio | - | Oct 12, 2026 | |
Boomside In-game content art | Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play. | Hwantastic Games | - | Oct 12, 2026 | |
Visa Quest In-game content arttextcode | The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime. | pin.games | - | Oct 12, 2026 | |
Auriga In-game content arttextcode | Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model. | NonAverageStudio | - | Oct 12, 2026 | |
UPSHOT Store/marketing art | AI tools were used to help prepare sketches for the store capsule artwork. | Wazang Games | - | Oct 12, 2026 | |
Amberfall: Village Defense Unclear | Generative AI used in the development of the title, and the marketing of it. | tinybox games :) | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
hunter x In-game content art | The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials. | Andi Agung Ismail | - | Oct 12, 2026 | |
8-Bit Buhurt: Combat Club In-game content textart | Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer | Bonkworks Studios, LLC | - | Oct 12, 2026 | |
Bubble Hunters In-game content artaudio | Generative AI tools were used during development to create selected visual and audio assets. All AI-generated content was reviewed, edited, and integrated by the development team. | DREAMPATH | - | Oct 10, 2026 | |
Endless Loot art | Some monster and equipment assets, as well as images used on the Steam store page, were AI-generated and subsequently refined and edited manually. | TRUGOY | - | Oct 10, 2026 | |
KAYFABE In-game content artcode | AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay. | Laughing Gorilla | - | Oct 10, 2026 | |
Soul Snake 3D In-game content artaudiocode | Some in-game 3D models, textures and sound effects are generated by code written with AI assistance. | nanophage research | - | Oct 10, 2026 | |
インクリ米ンタル In-game content artaudio | The in-game pixel art (fields, characters, vehicles, backgrounds, etc.), sound effects, and skill icons in this title were rendered and composited using a program created by AI under the developer’s direction, and were then reviewed and adjusted by the developer. The AI does not generate any content while the game is being played. | Masagomi Studio | - | Oct 10, 2026 | |
SWIMSUIT ZOMBIES Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for a few Steam Images. | CIVILIUS | - | Oct 10, 2026 | |
Pongzi Scheme In-game content textart | Some in-game text, the translations into seven languages and parts of the artwork and store material were created with the help of generative AI tools, then reviewed and edited by the developer. The game does not use AI to generate any content while you play and does not connect to any AI service. | IndieOffshore | - | Oct 10, 2026 | |
Put the Ball in the Hole In-game content textart | Some content in this game was made with AI tools: the translations, textures, and interface icons. The music and sound effects are human recordings. Nothing is generated by AI while you play. | Uggly Game Studios | - | Oct 10, 2026 | |
Mightmancer In-game content art | Generative AI tools were used in the development of some visual assets, primarily to help enhance and upscale textures and create additional variations. All assets were reviewed and integrated by the development team as part of the game's art pipeline. | Haphazardly | - | Oct 10, 2026 | |
奇迹觉醒之大天使传奇 Store/marketing art | 用AI来辅助制作宣传素材 | 奇迹觉醒 | - | Oct 10, 2026 | |
Demonfall Continent In-game content art | Disclosure regarding Generative AI
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets. | Nanjing Shangxiangyujiu Network Technology Co., Ltd. | - | Oct 10, 2026 | |
Fabulous Football In-game content art | The Steam store page artwork (capsule, header, hero, logo and icon images) was created with the help of a generative AI image tool, using our own prompts and art direction. This artwork is used on the store page only and is not part of the game itself. Screenshots and trailer footage are real in-engine captures. The game itself contains no AI-generated art, audio, voice or text, and it does not use generative AI while you play. | Pedro J Perez | - | Oct 10, 2026 | |
Glass Tanks In-game content artaudio | Some sound effects, music, and artwork were made with the help of AI. All artwork involved human creation or adjustment and processing. | Wutot Games | - | Oct 10, 2026 | |
Lobby No. 5 Unclear | Generative AI tools were used during development to assist with the creation of game content. All final content was reviewed and refined by the development team. | Nitroyale | - | Oct 10, 2026 | |
Saju Friend In-game content art | Some 2D pixel-art sprites and illustrations (fortune-game icons, items and backgrounds) were created with the help of AI image tools (PixelLab) and then edited and curated by our developer. All game text, fortune logic, code, sound and the cat character animations are made by the developer or licensed (CC0/OFL). | Noligo Games | - | Oct 9, 2026 | |
Mossgrave In-game content arttextcodeaudio | Mossgrave was built with an AI coding assistant, directed and reviewed by the developer. The AI wrote the game's code, including the procedural code that generates the 3D models, textures, pixel-art interface, music and sound effects. It also drafted the in-game text (dialogue, quest and item descriptions) and the text on this store page. Store images are captured from the game itself. No AI image or music generation models were used. The trailer's narration is an AI-generated voice; the game itself has no voice acting, and nothing is generated by AI while you play. | Biggietronics | - | Oct 9, 2026 | |
Scrapmiles In-game content arttext | Generative AI was used extensively during the development of this game, including assistance with game code, selected visual assets, text and translations, and store and library artwork. These materials were prepared in advance. The game does not generate AI content or connect to external AI services during gameplay. | Falvey Studios | - | Oct 9, 2026 | |
OVERDRILL In-game content arttext | Generative AI was used during development to create static artwork, including game sprites, icons, the illustrated menu background, and Steam store and library artwork. AI assistance was also used for written text and translations. These assets were reviewed and integrated by the developer. No content is generated by AI during gameplay. | Lunart Entertainment | - | Oct 9, 2026 | |
Last House Standing In-game content text | AI was only used to translate the game into its different languages, to polish Dr. Ferrán's dialogue in each of them, and to polish the game's description on the Steam page. The original lines were written by us in Spanish. | Wired Pixels | - | Oct 9, 2026 | |
VOXFRAG In-game content textart | AI tools were used under the developer’s creative direction to assist with implementation, interface text, localization, documentation, procedural visuals, and selected promotional artwork, including the manual’s cover. No generative AI runs during gameplay. | Gaboo Arts Entertainment | - | Oct 9, 2026 | |
Fliptrail Store/marketing text | Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline. | 1114980610yuyu | - | Oct 9, 2026 | |
One Must Fall 2097 In-game content art | The remake's 3D robots, arenas and animation were produced with AI-assisted generation tools (image-to-3D and image generation) from the original game's designs, then authored, repaired and reviewed by hand in Blender and Unreal. The menu art shown in HD is AI-remastered from the original game's pictures, and the store page artwork was AI-generated from renders of our in-game robots. All AI content is pre-made during development; nothing is generated while you play. The music and sound effects are the original recordings, remastered without AI. | LineCrush Games | - | Oct 9, 2026 | |
PeeCee Critters In-game content artaudio | The key art and logo began as an AI-generated base image, which we then reworked and finished by hand in Photoshop. The narration in the trailers is a synthetic voice made with a text-to-speech model. Nothing inside the game is AI-generated: every critter, the world, the device, the music and the sound are drawn and composed by the game's own code. | MutantToes Studios | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
REFLECT89 In-game content art | Generative AI was used to assist with some pre-generated 2D artwork. All AI-assisted assets were selected, edited and integrated by the developer. No generative AI is used during gameplay. | EiSee Games | - | Oct 9, 2026 | |
Not a Duck Store/marketing art | background and Logo with created AI. | NOXRG | - | Oct 9, 2026 | |
RailBlaster Store/marketing text | Generative AI was used only to help draft and polish English store-page text, as English is not my first language. No game assets, images, sound effects, or music were generated using generative AI. Screenshots show actual gameplay, and promotional artwork uses in-game renders. The game does not generate AI content during gameplay or connect to external AI services. | John Mark Presents | - | Oct 9, 2026 | |
Memory Access Violation In-game content codeart | Memory Access Violation was made by a solo developer working with an AI coding assistant, which was used during development:
Code and level design: much of the game's code, including the level-building tools, puzzle layouts, enemy behaviour and vehicle handling, was written with AI assistance. The developer directed, playtested and revised every level. Puzzle solutions were checked by automated solvers so each one is fair.
Visuals: the game's environments, vehicles, mechs and enemies are built in code from simple geometric shapes and custom shaders. No AI image generators were used for in-game art. | De La Guardia Games | - | Oct 9, 2026 | |
Beamline In-game content arttext | Some Beamline pixel art and localization were created or revised with generative AI assistance. Beamline does not use generative AI at runtime or connect to external AI services. | 500 MHz | - | Oct 9, 2026 | |
MARS3077 In-game content textcode | AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay. | NAMEK GAME STUDIO | - | Oct 9, 2026 | |
Television Dynasty Manager In-game content arttext | TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play. | One Tiny Empire | - | Oct 9, 2026 | |
Faded Fears - Grayshore Motel In-game content text | The translations into other languages were created with the help of AI tools. The game does not generate any AI content while you play. | Jeans | - | Oct 9, 2026 | |
Arcade with Friends In-game content arttext | Generative AI tools were used to create promotional artwork for the Steam store and to assist with in-game localization. The game does not generate AI content during gameplay. Gameplay screenshots and gameplay footage were captured in the game. | bubbley | - | Oct 9, 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 | |
PENTO In-game content artaudio | Generative AI tools were used in a limited capacity during development to assist with some audio and visual elements. The vast majority of the game's content was created by our team. | Gennadiy Balagurchyk | - | Oct 9, 2026 | |
SUNSTONE: A Tale of the Briar King In-game content text | Translation: AI tools assisted with translating the game's text into Simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese, Italian and French. The English text, all art, music and sound are made by hand. | Quorum | - | Oct 9, 2026 | |
Rind Town In-game content art | All 2D visual assets in RindTown—including characters, backgrounds, fruit, icons, machines, and UI elements—were created using generative AI image tools. These generated images were then manually curated, cut, edited, and post-processed by the developer to ensure a strict and consistent "crisp digital anime" art style across the entire game.
Generative AI was used exclusively for creating static art assets during development. No generative AI is used for real-time gameplay logic or text generation while playing. | Sehr Games | - | Oct 9, 2026 | |
Air Combat Legends In-game content artaudio | some 2D art elements & some audio | ENLITE Games | - | Oct 9, 2026 | |
AshSpire In-game content art | Textures, Sprites and Art is AI generated. Lots of manual modification take place after the AI generates the first pass. | HackettTech | - | Oct 9, 2026 |