HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
- Creator
- Beep
- Reviews
- -
- Added
- Aug 28, 2026
HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
Zombie-LikeSteamEste jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Dark Age: Tokens of the FallenSteamSome store Images excluding game play screenshots in the store page for this game are AI generated.
Dragons InvasionSteam- Handcrafted music enhanced with AI - AI-generated SFX
The Isles of the Nine Crowns: Tales of Alaric StoneheartSteamPortions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art.
RX10-40SteamThe localization of this game was created using AI translation tools.
Vapor World: Over The MindSteamWe use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Andrew Labreck's Eden WithinSteamThere are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded." There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without. The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game. Likely, the music will continue to be human produced as well.
二階勇者SteamCharacter animation using AI Generation
Otherworldly BusinessSteamSome promotional materials for this game — including portions of the trailer and key art — were created with the assistance of generative AI tools. All such content is pre-generated, reviewed, and edited by the developer before publication. The game itself does not generate any content with AI at runtime.
SnopSteamWe used AI to generate some of the art in game, as well as the art on the store page.
Project: FractunumSteamSome sound effects and visual assets in the game were created with the assistance of generative AI tools.
Anomaly LogisticsSteamThe majority of the game's programming was done by AI. For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages. However, no AI is used whatsoever for the illustrations or UI.
happy goose friendsSteammusic
SoulForged: AshbornSteamRockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime.
Guns & GargoylesSteamSome of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love).
Planet FattaSteamGenerative AI tools (ChatGPT Image Generation / DALL-E) were used during development to generate concepts and visual marketing assets, including some store page banners and promotional artwork. All core gameplay pixel-art, character animations, sound design, and code were created manually by the developer.
Nox MeldSteamSome models and music are generated by AI.
Parallel SelfSteamThis game was developed with the assistance of generative AI in the following areas: Programming assistance: Claude Code (Anthropic) was used to assist with coding and debugging BGM: Music was generated using Suno AI Story illustration images: Some narrative artwork was generated using NanoBanana
A Volta Dos Que Não ForamSteamSome icons were generated using AI.
Survive The OasisSteamNo AI was used in the game itself, only to generate marketing images and logos.
Vanguard's DescentSteamSome 2D, 3D artwork and sounds were generated with AI assistance.
EX-TractusSteamAI assisted translations.
Grey PrinceSteamSome UI elements and sound files indirectly contain AI generated content
Dream Hackers VRSteamThis game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team.
World of ClaudeCraftSteamWorld of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both. During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files: Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio. 3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D). Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated. Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
The Last GapSteamAI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals.
HollowcrossSteamThe artwork in Hollowcross — including card illustrations and background scenes — was created with the assistance of AI image‑generation tools. All generated art is curated, selected, and edited by the developer, who has taken steps to ensure the output does not contain illegal or infringing content. The game contains no AI‑generated content produced live during gameplay.
Ashen BladeSteamDuring the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
ChakravyuhSteamWe used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services.
Sword of AceSteamimge,music
NovisSteamDuring development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art. These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets.
Rolling StarSteamHired as an assistant for writing programming code. They weren't of much use.
Bravemech: The Century WarSteamThis game uses assisted generative AI, source material created by real people and enhanced with AI.
Chains of EternisSteamAI Artwork
Ninja Noboken Episode 2SteamThis game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
HODULGAPSteamSome visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game. HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries.
ArenfallSteamSome of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually.
MicrocosmSteamThe in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.
O Último BrasileiroSteamSome background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me.
The Purge of the CrystalsSteamAi was solely used in the creation of capsule art. The artwork is a stylized version of a rendered 3D image directly from Unity.
Tear of StarsSteamThis game uses generative AI tools to assist in creating certain environmental assets, which were then manually upscaled, recolored, and heavily edited for quality
Solo Leveling: ARISE OVERDRIVESteamGenerative AI technology is used in a supplementary capacity during the localization of select languages. Any such languages are indicated in the in-game language selection menu.
至尊传说之屠龙战神SteamWe only used AI to assist in generating game promotional materials.
STEAM TRIGGERSteamA Quick Note on AI Tools: To give our loading screens a cinematic, atmospheric feel, we took screenshots of our actual game environments and used AI tools solely to enhance the lighting, details, and decals for those transition images. For our Achievement Icons, we used AI-generated imagery only for the background fillers, while the main icon artwork was manually created. Rest assured, 100% of the actual playable game, including all 3D models, world textures, animations, and code was fully handcrafted by our team.
67 SimulatorSteamIt helped me with some integrations
The Magic MasterSteamSome assets used in this game may have been created using AI. Information about these assets can be found in the game's credits.
Saga of YurinaSteamWe utilize generative AI tools as part of our development process to assist in the creation of dialog background.
Blackstrike ProtocolSteamThe game wasn't made with AI, but the marketing photos for the game were made with AI.
Runika: A World of Little LegendsSteamParts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the game’s code and store page. | Beep | - | Aug 28, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Dark Age: Tokens of the Fallen Store/marketing art | Some store Images excluding game play screenshots in the store page for this game are AI generated. | Phoenix Studio | - | Aug 28, 2026 | |
Dragons Invasion In-game content audio | - Handcrafted music enhanced with AI
- AI-generated SFX | Tencah Games | - | Aug 25, 2026 | |
The Isles of the Nine Crowns: Tales of Alaric Stoneheart In-game content textart | Portions of the in-game codex (character biographies, historical battle summaries) were drafted with the assistance of a large language model based on the developer's own lore notes and edited by hand. A subset of pixel-art tile and prop textures were procedurally generated from developer-written Python scripts. All content is reviewed and finalized by the developer; no generative image models (e.g. Stable Diffusion, Midjourney) were used to produce in-game art. | Nine Crown Games | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 | |
Vapor World: Over The Mind In-game content audio | We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team. | ALIVE Inc. | 69 | Aug 25, 2026 | |
Andrew Labreck's Eden Within In-game content artcode | There are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded."
There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without.
The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game.
Likely, the music will continue to be human produced as well. | Elbreck Games | - | Aug 22, 2026 | |
二階勇者 In-game content art | Character animation using AI Generation | AnyueDontSnipe | - | Aug 20, 2026 | |
Otherworldly Business Store/marketing art | Some promotional materials for this game — including portions of the trailer and key art — were created with the assistance of generative AI tools. All such content is pre-generated, reviewed, and edited by the developer before publication. The game itself does not generate any content with AI at runtime. | Pinnah Studio | - | Aug 19, 2026 | |
Snop In-game content art | We used AI to generate some of the art in game, as well as the art on the store page. | DeckTronic, LLC | - | Aug 19, 2026 | |
Project: Fractunum In-game content artaudio | Some sound effects and visual assets in the game were created with the assistance of generative AI tools. | Avalorix Interactive | - | Aug 16, 2026 | |
Anomaly Logistics In-game content text | The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI. | 趣味san | - | Aug 16, 2026 | |
happy goose friends Unclear audio | music | not goose | - | Aug 14, 2026 | |
SoulForged: Ashborn In-game content artaudiotext | Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime. | Rockinforged | - | Aug 13, 2026 | |
Guns & Gargoyles In-game content art | Some of our art (not all) began as generative drafts made with AI tools, then heavily reworked by hand to fit the game's look. Everything else, story, music, game design and level design is human-made (with love). | Team Ruphi | - | Aug 13, 2026 | |
Planet Fatta In-game content art | Generative AI tools (ChatGPT Image Generation / DALL-E) were used during development to generate concepts and visual marketing assets, including some store page banners and promotional artwork. All core gameplay pixel-art, character animations, sound design, and code were created manually by the developer. | Mykola Kodenko | - | Aug 7, 2026 | |
Nox Meld In-game content artaudio | Some models and music are generated by AI. | FSTGame | - | Aug 5, 2026 | |
Parallel Self In-game content artaudiocode | This game was developed with the assistance of generative AI in the following areas:
Programming assistance: Claude Code (Anthropic) was used to assist with coding and debugging
BGM: Music was generated using Suno AI
Story illustration images: Some narrative artwork was generated using NanoBanana | sunoka | - | Aug 4, 2026 | |
A Volta Dos Que Não Foram In-game content art | Some icons were generated using AI. | Dellamarque Productions | - | Aug 2, 2026 | |
Survive The Oasis Store/marketing art | No AI was used in the game itself, only to generate marketing images and logos. | DHG Game Studio | - | Aug 1, 2026 | |
Vanguard's Descent In-game content artaudio | Some 2D, 3D artwork and sounds were generated with AI assistance. | Devichi | - | Jul 25, 2026 | |
EX-Tractus In-game content text | AI assisted translations. | gameSessa | - | Jul 25, 2026 | |
Grey Prince In-game content artaudio | Some UI elements and sound files indirectly contain AI generated content | OBICORP SoftwareWorks | - | Jul 23, 2026 | |
Dream Hackers VR In-game content audiotext | This game uses generative AI tools to assist with voiceover production and localization. All AI-assisted content is reviewed and integrated by the development team. | ARVI VR INC. | - | Jul 23, 2026 | |
World of ClaudeCraft In-game content audioartcode | World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result. | Levy Street Games | - | Jul 22, 2026 | |
The Last Gap In-game content art | AI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals. | ApeRockt | - | Jul 22, 2026 | |
Hollowcross In-game content art | The artwork in Hollowcross — including card illustrations and background scenes — was created with the assistance of AI image‑generation tools. All generated art is curated, selected, and edited by the developer, who has taken steps to ensure the output does not contain illegal or infringing content. The game contains no AI‑generated content produced live during gameplay. | Hollowcross | - | Jul 17, 2026 | |
Ashen Blade In-game content art | During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies. | Li Zhi | - | Jul 17, 2026 | |
Chakravyuh In-game content audioart | We used generative AI tools during development to create a limited set of pre-generated assets included in the game, including some voice-over lines, vocalizations, and select in-game textures or visual assets. All AI-assisted assets were reviewed, edited, and approved by our team before being included. No AI content is generated during gameplay, and the game does not connect to external AI services. | Silvine Game Studios | - | Jul 16, 2026 | |
Sword of Ace Unclear artaudio | imge,music | Gemma Soft | - | Jul 15, 2026 | |
Novis Dev only art | During development, generative AI tools were used to create temporary 2D images, rough visual assets, and concept art.
These assets are used as prototypes and references during the development phase. In the final version of the game, they will be replaced with original, hand-crafted assets. | Umbra Team | - | Jul 15, 2026 | |
Rolling Star Dev only code | Hired as an assistant for writing programming code. They weren't of much use. | Atelier Nuclear | - | Jul 8, 2026 | |
Bravemech: The Century War In-game content arttextaudio | This game uses assisted generative AI, source material created by real people and enhanced with AI. | Bravemech Studio | - | Jul 7, 2026 | |
Chains of Eternis Unclear art | AI Artwork | Blade Art Games | - | Jul 2, 2026 | |
Ninja Noboken Episode 2 In-game content textartaudio | This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards. | Gabriel Lopez | - | Jun 30, 2026 | |
HODULGAP In-game content art | Some visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game.
HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries. | Maekim Studio | - | Jun 30, 2026 | |
Arenfall In-game content art | Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually. | Enjoy | - | Jun 28, 2026 | |
Microcosm In-game content textcode | The in-game interface text is translated into the supported languages using AI / machine translation. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant.The in-game interface text is translated into the supported languages using AI. Parts of this store page description were drafted with AI. Parts of the source code were written with the help of an AI coding assistant. | tifu.xyz | - | Jun 28, 2026 | |
O Último Brasileiro In-game content audio | Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me. | Estúdio Coração | - | Jun 28, 2026 | |
The Purge of the Crystals Store/marketing art | Ai was solely used in the creation of capsule art. The artwork is a stylized version of a rendered 3D image directly from Unity. | Poetic Visuals | - | Jun 28, 2026 | |
Tear of Stars In-game content art | This game uses generative AI tools to assist in creating certain environmental assets, which were then manually upscaled, recolored, and heavily edited for quality | SevenPearls | - | Jun 28, 2026 | |
Solo Leveling: ARISE OVERDRIVE In-game content text | Generative AI technology is used in a supplementary capacity during the localization of select languages. Any such languages are indicated in the in-game language selection menu. | Netmarble Neo | 3k | Jun 27, 2026 | |
至尊传说之屠龙战神 Store/marketing art | We only used AI to assist in generating game promotional materials. | 屠龙战神 | - | Jun 16, 2026 | |
STEAM TRIGGER In-game content art | A Quick Note on AI Tools:
To give our loading screens a cinematic, atmospheric feel, we took screenshots of our actual game environments and used AI tools solely to enhance the lighting, details, and decals for those transition images. For our Achievement Icons, we used AI-generated imagery only for the background fillers, while the main icon artwork was manually created.
Rest assured, 100% of the actual playable game, including all 3D models, world textures, animations, and code was fully handcrafted by our team. | x-climb Inc. | - | Jun 12, 2026 | |
67 Simulator Dev only | It helped me with some integrations | DreamHelix | - | Jun 9, 2026 | |
The Magic Master In-game content artaudiotext | Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. | BERCAMILAN | - | Jun 9, 2026 | |
Saga of Yurina In-game content text | We utilize generative AI tools as part of our development process to assist in the creation of dialog background. | FIVE DUCK GAMES | - | Jun 7, 2026 | |
Blackstrike Protocol Store/marketing art | The game wasn't made with AI, but the marketing photos for the game were made with AI. | Paulo Vitor de Almeida | - | Jun 5, 2026 | |
Runika: A World of Little Legends In-game content textart | Parts of the localization and most character portraits were created with the assistance of AI. All relevant content was manually reviewed and edited by me where possible and necessary. | Pascal Dittrich | 88 | Jun 3, 2026 |