Some weapon images and sound effects in this game were created with the help of generative AI tools and then reviewed and edited by our team.
- Creator
- LEPOR GAMES
- Reviews
- -
- Added
- Oct 12, 2026
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Some weapon images and sound effects in this game were created with the help of generative AI tools and then reviewed and edited by our team.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
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.
Game logo and cover art made with ai tools. Game menu icons made ai tools
AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play.
AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play.
Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players.
Some of the artwork in Wonder Glider (scenery, characters, icons and the title lettering) and some of its text and translations were created with the help of generative AI tools, then edited by us. The game does not generate any AI content while you play.
AI tools were used to help with the game's localization and parts of the music
Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread.
The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play.
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.
Graphic Sound Code
Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI.
Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs.
Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team.
Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited. We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay. All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
The in-game image, as well as the image on the Steam page, were generated using AI.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Generation of marketing materials and concept art was supported by generative AI.
Generative AI tools were used during development to assist in creating select background visuals, sound effects, music tracks, and promotional graphics.
Generative AI tools were used during development to create and refine visual assets, character portraits, environmental textures, cinematic footage, music, sound effects, story text, translations, and artwork for the store page and promotional materials. These materials were selected, edited, and integrated during development. No AI content is generated during gameplay.
AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code.
Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally.
Generative AI was used only for localization.
I use generative AI tools to help develop some in-game assets.
Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay.
Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played.
All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play.
Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation. ※It is not used to generate images from scratch or to create 3D models.
Store listing assets & descriptions passed through generative AI for enhancements & review.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
AI tools are used to assist in development, including code, writing, art, and sound effects
The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game.
The banners on the game's Steam page were generated by AI
This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay.
Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text).
Artwork, sound
Some in-game image assets were generated using AI tools, but all of them have been re-arranged and painted over by our artists.
Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Burrow Mayhem In-game content artaudio | Some weapon images and sound effects in this game were created with the help of generative AI tools and then reviewed and edited by our team. | LEPOR GAMES | - | Oct 12, 2026 | |
ASHEEPGAME In-game content audioarttext | Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs. | bakedbytes | - | Oct 12, 2026 | |
The Ant Game In-game content artaudiotext | This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service. | devappler | - | Oct 12, 2026 | |
Drillionaire In-game content art | LLMs have been used to generate the majority of art for this game due to this being made by a solo dev. | Caos Creations | - | Oct 12, 2026 | |
DECIBLOW In-game content textaudio | DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level). | Feral Games Studio | - | 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 | |
Super Clown Save Santa In-game content art | Game logo and cover art made with ai tools.
Game menu icons made ai tools | Valkeala Software | - | Oct 10, 2026 | |
They Keep Coming In-game content artcode | AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play. | McHunter Studio | - | Oct 10, 2026 | |
Tetherlight Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Tetherlight Studio | - | Oct 10, 2026 | |
Theos In-game content artaudio | The music, most sound effects and a few sprites and icons were made with AI assistance and reviewed by the team. Store graphics were assembled with AI assistance from the team's own artwork. No AI generates content while you play. | OCoding | - | Oct 9, 2026 | |
ABYSS CHRONICLES In-game content arttextaudio | AI-assisted tools were used during development to create and edit visual assets, including characters, equipment, creatures, environments, UI and store illustrations, and to assist with story text and localization. Music and sound effects were made using AI-assisted synthesis code and composition rules. The game uses prepared assets and predefined effects; it does not generate AI content or connect to generative AI services during play. | ZOOPITER Soft Corp. | - | Oct 9, 2026 | |
Zanore: Echoes of the Shards In-game content art | Generative AI tools were used during development to assist in creating and refining some of the game's visual assets and artwork. These assets were subsequently selected, edited, adapted, and integrated into the game by the developer. No generative AI is used during gameplay, and the game does not generate content dynamically for players. | Nine Gates Studio | - | Oct 9, 2026 | |
Wonder Glider In-game content arttext | Some of the artwork in Wonder Glider (scenery, characters, icons and the title lettering) and some of its text and translations were created with the help of generative AI tools, then edited by us. The game does not generate any AI content while you play. | Lazyfun | - | Oct 9, 2026 | |
Wobble In-game content textaudio | AI tools were used to help with the game's localization and parts of the music | ThreePlate | - | Oct 9, 2026 | |
再再启程 One Way Tickets In-game content text | Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread. | Future Tech. | - | Oct 8, 2026 | |
Up the Great Oak In-game content arttext | The key art used for the store capsules and the title screen background was generated with image models run locally and then hand-edited. The Spanish, Portuguese (Brazil), German and Simplified Chinese translations and drafts of the store page text were produced with the help of an AI assistant. Everything you see during gameplay (the beetle, the tree, its surfaces and all animation) is drawn procedurally in code. Sound effects are CC0 recordings; no AI-generated voice or music is used, and no generative AI runs while you play. | Andrey Drobovich | - | Oct 7, 2026 | |
Iwanu Ga Hana 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 | - | Oct 7, 2026 | |
Fliegeralarm audiocode | Graphic
Sound
Code | Fliegeralarm Games | - | Oct 7, 2026 | |
새벽별 고양이 Store/marketing art | Some artwork used in the Steam store capsules and the game's Steam Library background image was created with the assistance of generative AI and subsequently edited and refined by the development team. The game logo and initial design concepts were created without the use of generative AI. | 나인티세븐스스튜디오 | - | Oct 7, 2026 | |
I'M HIM! In-game content audiotext | Voice acting, music and sound effects were generated with ElevenLabs AI tools, then selected, edited and mixed by the developer. Some game text, including dialogue and store descriptions, was drafted with AI assistance and edited by the developer. The game does not generate any AI content while it runs. | Hanamori Labs | - | Oct 7, 2026 | |
Jonah & Franz: A través del Multiverso Store/marketing art | Generative AI tools were used to assist in the creation and refinement of selected visual assets, including Steam store artwork, promotional graphics, and some graphical elements. All AI-assisted content was reviewed and curated by the developer before being used. The game does not use generative AI to create content in real time during gameplay. | Jonah & Franz | - | Oct 7, 2026 | |
DPS: Desktop Pension Squad In-game content artaudiotext | Generative AI tools were used in a supporting role for parts of our art, sound, and translation work. For art assets in particular, we avoid using AI-generated output as-is; AI serves mainly as a starting point and reference, and much of the final artwork is reworked and finalized by our team. | detailgames | - | Oct 7, 2026 | |
Nyantum Jump In-game content audio | Some background music in this game was created with the assistance of generative AI tools. The final selection, editing, and implementation of the music were handled by the developer. | Lunanod | - | Oct 7, 2026 | |
The Rend: Trials of the Drift In-game content art | The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience. | Ludicrous Film and Games | - | Oct 6, 2026 | |
The Last Hearth In-game content art | The in-game image, as well as the image on the Steam page, were generated using AI. | Last Hearth Games | - | Oct 4, 2026 | |
Primal Breakout In-game content arttext | Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development. | JQS Games | - | Oct 4, 2026 | |
Rune Runners Store/marketing art | Generation of marketing materials and concept art was supported by generative AI. | Pierogi Games | - | Oct 3, 2026 | |
Lucy In-game content artaudio | Generative AI tools were used during development to assist in creating select background visuals, sound effects, music tracks, and promotional graphics. | Cerki Games | - | Oct 3, 2026 | |
IRONWOUND In-game content artaudiotext | Generative AI tools were used during development to create and refine visual assets, character portraits, environmental textures, cinematic footage, music, sound effects, story text, translations, and artwork for the store page and promotional materials. These materials were selected, edited, and integrated during development. No AI content is generated during gameplay. | SlavaGames | - | Oct 3, 2026 | |
Gimby In-game content codearttext | AI tools were used to help write the game's code and make some placeholder sprites and text. All placeholder art/text is being removed by me, and i'm getting help with the removal/cleanup of AI code. | Gimby Studios | - | Oct 3, 2026 | |
Ferrite Runner In-game content textart | Generative AI was used to assist in checking script dialogue and concepting store promotional artwork. All code and shaders are executed locally. | koh-gt | - | Oct 3, 2026 | |
Arctic Adventure In-game content text | Generative AI was used only for localization. | the groundbird works | - | Oct 3, 2026 | |
SaviorS : Oath of the Blade In-game content | I use generative AI tools to help develop some in-game assets. | Ouloboros Studio | - | Oct 1, 2026 | |
Thrust: the Hunt In-game content artaudiotext | Generative AI tools were used to assist in the creation and refinement of some pre-rendered artwork and interface elements. AI-generated music is also used, and AI tools assisted with store-page text and localization. All AI-assisted content was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay. | ZIG GAMES | - | Sep 30, 2026 | |
Murciavania In-game content artaudiotextcode | Generative AI was used during development. Part of the graphics (characters, enemies, bosses, icons, room backgrounds and backdrops) was created with image-generation tools: Google Gemini, OpenAI ChatGPT and a locally run Stable Diffusion model. Part of the music was created with audio-generation tools (Google Gemini). Part of the code, room layouts and texts were written with the help of an AI assistant. The developer reviewed, cut, retouched and hand-adjusted all of this material before adding it to the game. The game does not generate any AI content while it is being played. | Manuel Manzano | - | Sep 30, 2026 | |
By Royal Request In-game content textcode | All of the game's art, music and sound effects were made by human artists (commercially licensed packs, credited in the game). AI tools were used to assist with programming and with writing and translating the game's text; all content was reviewed and edited by the developer. The game does not generate any AI content while you play. | Nacho Riquelme | - | Sep 30, 2026 | |
花札ノ巫孤 / Blooming Solitude: Priestess of Hanafuda In-game content arttext | Generative AI is used as a supplementary tool, primarily for partial editing of image assets and translation.
※It is not used to generate images from scratch or to create 3D models. | KNPARTICLE | - | Sep 30, 2026 | |
Deepstrata Store/marketing arttext | Store listing assets & descriptions passed through generative AI for enhancements & review. | Gelm | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
The Guy Downstairs In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Downstairs Games | - | Sep 27, 2026 | |
Pubertator In-game content art | The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game. | Victoria Games | - | Sep 25, 2026 | |
Kira the Fox: Crystals of Harmony In-game content artaudiocode | Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time. | Chant Premier | - | Sep 25, 2026 | |
Starward Era In-game content arttext | Generative AI tools were used during development to assist with some artwork, text, localization, and other game content. All AI-assisted content is reviewed and edited by the developers before inclusion in the game. | QianMo Studio | - | Sep 24, 2026 | |
PHOBOS: Rescue Store/marketing art | The banners on the game's Steam page were generated by AI | engineerandgamers | - | Sep 24, 2026 | |
Flappy Wings Multiplayer In-game content art | This game uses pre-generated AI only for certain 2D background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Rokito Games | - | Sep 24, 2026 | |
AVELUNE In-game content artaudio | The protagonist was entirely hand-drawn. Some of the in-game tilesets, objects, background music, and sound effects were created using generative AI, and all AI-generated assets were manually retouched and edited by me before being used in the game.No generative AI content is generated during gameplay. | Skyho | - | Sep 24, 2026 | |
Chechelevo Mainland In-game content arttext | Generative AI was used to help create some of this game's marketing artwork, including the store page header and capsule images, based on descriptive prompts we wrote. Generative AI was also used to assist with writing the game's English-language localization (in-game menus and interface text). | 1_Xaker | - | Sep 24, 2026 | |
Sanguine Canvas Unclear artaudio | Artwork, sound | Mildly Annoying Games. | - | 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 | |
Undying Soul In-game content art | Generative AI was used only for the character portrait artwork currently included in the demo. No generative AI was used for gameplay, programming, game assets, localization, or other game content. | MipuDevs | - | Sep 24, 2026 |