ArchmageSteamInitial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
- Creator
- Solo Gaming
- Reviews
- -
- Added
- Aug 28, 2026
ArchmageSteamInitial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
Slime Mine SurvivorSteamGenerative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages.
Emoji MassacreSteamSome of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
NEBULA BREAKSteamGraphics (sprites, logo, artwork) were generated with Google Gemini API models, then curated, edited, and integrated by the developer. Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer. No AI runs during gameplay.
Echo HarvestSteamGenerative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
Codename: Operation GoSteamGenerative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
SIDE OUTSteamSIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
Ragtag FleetSteamGenerative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
Last Paddle StandingSteamArtwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
Dungeon TypistSteamGenerative AI was used to assist in creating a small number of icons.
100K ZOMBIESSteamAI is used to generate a portion of the in-game imagery.
Confined Space - Module MadnessSteamWe used AI tools in two places during development, and in neither of them to replace creative work. Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase. Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
ScrapstormSteamThere is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
NozileSteamAll programming and game music (BGM) are generated by AI.
Heroes Guard: StarforgeSteamA moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
Soul Monsters: Dice RPG - Radan's JourneySteamSome of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
SPOTREPSteamAI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines.
Own The MapSteamSome visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Forgotten GardenSteamAI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer.
ONE LAST BEAMSteamGenerative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
Siege of the IsletressSteamGenerative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons.
Grape by GrapeSteamAI is used while develoing game mechanic
RESET ARENASteamGenerative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
Just a Rescue, Bro!SteamSome art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Space TravelersSteamSpace Travelers uses generative AI only as a writing aid during development. The game's text content (interface text, event and log lines) and its localization into the 14 supported interface languages were produced with the assistance of large language models, directed and reviewed by the developer. Parts of this store page were drafted the same way. No AI-generated images, audio or video are used: all artwork, animation and sound in the game are produced by hand-written procedural code. The game does not generate any content with AI while you play, and it never connects to an external AI service.
The Buried LightSteamArtificial Intelligence Usage Notice: We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
RuneEraSteamGenerative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
Spell UnboundSteamSome sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service.
Steel CompanySteamSome of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop). Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
Polygon ArcadeSteamThis game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game.
Diofru: Survivors of the TowerSteamAll 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets.
One More WaveSteamAI was used to assist with writing the game source code. All visual assets are handmade pixel art by the author. All audio assets are licensed from 3rd party sample banks.
STLN-决进者Steam部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合
Scoundrel: The DescentSteamSome of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
The Goblin PathSteamGenerative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Dominar SanctumSteamThe vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked. These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Died in the Tower AgainSteamPixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
DicepotSteamThe Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets.
GravefeverSteamAll artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
桃园幸存者:匡扶汉室SteamSome artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer.
MudangSteamThis game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running.
星海余烬:联合舰队SteamSkill icons, character portraits, and similar assets were generated using AI. All other content was created manually.
Iron FrameSteamAll art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
RiftBlade: WarCardsSteamSome static background images and card textures.
王之将死/CheckmateSteamDuring development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
Crazy PocketSteamAI was only used to generate minimal resources to support ball and chalk design. All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere.
Slightly Used SorcerySteamGenerative AI tools were used during development to assist with code, images, and localized text.
Ages TDSteamAges TD was made with the help of generative AI tools. All AI-generated content is pre-generated during development, reviewed and edited by the developer; nothing is generated live while you play. - Some 3D models and their textures (enemies, towers, props) — generated with Meshy, then edited and integrated by the developer. - Music — generated with Suno from prompts written by the developer. - Cutscene illustrations and store page artwork — created with AI image tools, then edited by the developer. - Parts of the in-game dialogue and hint texts — drafted with AI assistance and rewritten by the developer. There is no AI-generated voice acting in the game.
Anywhere RPGSteamThis game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Archmage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | Solo Gaming | - | Aug 28, 2026 | |
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 | |
Slime Mine Survivor In-game content text | Generative AI is used to assist with the translation and localization of in-game text and Steam store page content from the original Japanese into other supported languages. | Hassaku | - | Aug 28, 2026 | |
Emoji Massacre Store/marketing art | Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service. | UndaWirrld Arcade | - | Aug 28, 2026 | |
NEBULA BREAK In-game content artaudio | Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay. | AMANOGAWA GAMES | - | Aug 28, 2026 | |
Echo Harvest In-game content art | Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay. | SchismProducts | - | Aug 28, 2026 | |
Codename: Operation Go In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay. | Iteration Unit | - | Aug 28, 2026 | |
SIDE OUT Dev only arttextcode | SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand. | antics | - | Aug 28, 2026 | |
Ragtag Fleet In-game content art | Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team. | ESDF Game | - | Aug 28, 2026 | |
Last Paddle Standing In-game content arttext | Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page. | TAYN Games | - | Aug 28, 2026 | |
Dungeon Typist In-game content art | Generative AI was used to assist in creating a small number of icons. | IDfeng | - | Aug 28, 2026 | |
100K ZOMBIES In-game content art | AI is used to generate a portion of the in-game imagery. | 正常游戏 Normal Games | - | Aug 28, 2026 | |
Confined Space - Module Madness In-game content textcode | We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people. | Confined Space Crew | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Nozile In-game content codeaudio | All programming and game music (BGM) are generated by AI. | Masanori Chida | - | Aug 28, 2026 | |
Heroes Guard: Starforge In-game content artaudiotext | A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback. | Under Byte Studios, LLC | - | Aug 28, 2026 | |
Soul Monsters: Dice RPG - Radan's Journey In-game content art | Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer. | Industrial Miracle | - | Aug 28, 2026 | |
SPOTREP In-game content codeartaudio | AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines. | Kruger28 | - | Aug 28, 2026 | |
Own The Map In-game content art | Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay. | Own The Map | - | Aug 28, 2026 | |
Forgotten Garden Dev only | AI tools were used in a limited way during development to assist with certain aspects of the game's creation. AI was mainly used for occasional assistance and brainstorming, while the majority of the game's design, development, artwork, and content were created and directed by the developer. | Sontex Studios | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
Siege of the Isletress In-game content art | Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons. | Isletress Studios | - | Aug 28, 2026 | |
Grape by Grape general | AI is used while develoing game mechanic | MertLab X | - | Aug 28, 2026 | |
RESET ARENA In-game content textcode | Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code. | Goldfinch Games LLC | - | Aug 28, 2026 | |
Just a Rescue, Bro! In-game content art | Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime. | XiLing Games | - | Aug 28, 2026 | |
Space Travelers In-game content text | Space Travelers uses generative AI only as a writing aid during development.
The game's text content (interface text, event and log lines) and its
localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service. | Enes Altas | - | Aug 28, 2026 | |
The Buried Light In-game content art | Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts. | Lupittus | - | Aug 28, 2026 | |
RuneEra In-game content artaudio | Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running. | Spellstead Games | - | Aug 28, 2026 | |
Spell Unbound In-game content arttext | Some sprites started as AI-generated references before being rebuilt in the game's palette and resolution. All English writing is my own; the other nine languages are machine translated. No AI runs in the game itself. Nothing is generated while you play, and it never connects to an AI service. | Alk Games | - | Aug 28, 2026 | |
Steel Company In-game content art | Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible. | Gyr Software | - | Aug 28, 2026 | |
Polygon Arcade In-game content audiotext | This game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game. | Daniel Korican | - | Aug 28, 2026 | |
Diofru: Survivors of the Tower In-game content artaudiotext | All 2D artwork in this game (characters, monsters, environments, icons) and the store/marketing images were pre-generated using AI image tools, then curated, edited, and integrated by the developer. Music was pre-generated with AI music tools; sound effects were pre-generated locally with an open-source AI audio model. Localization into some languages was produced with AI assistance and reviewed by the developer. The game does not generate any content with AI at runtime — all AI-generated content is pre-rendered and ships as fixed assets. | BEE STAR | - | Aug 28, 2026 | |
One More Wave Dev only code | AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks. | Juha Kiili | - | Aug 28, 2026 | |
STLN-决进者 In-game content artaudio | 部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合 | 终灭龙工作室 | - | Aug 28, 2026 | |
Scoundrel: The Descent In-game content art | Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame. | BetterSIM LLC | - | Aug 28, 2026 | |
The Goblin Path Store/marketing art | Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets. | muhohum | - | Aug 27, 2026 | |
Dominar Sanctum In-game content arttextaudio | The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release. | Florisworlds GmbH | - | Aug 27, 2026 | |
Died in the Tower Again In-game content art | Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code). | BANANAK | - | Aug 26, 2026 | |
Dicepot Store/marketing art | The Steam graphics and promotional visuals were made using AI. However, no AI was used for any of the in-game designs or assets. | Unmei Studio | - | Aug 26, 2026 | |
Gravefever In-game content artcode | All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs. | Rinami | - | Aug 26, 2026 | |
桃园幸存者:匡扶汉室 In-game content art | Some artwork and visual assets in this game were created with the assistance of generative AI tools during development. All such content was reviewed, edited, and integrated into the game by the developer. | Anpena | - | Aug 26, 2026 | |
Mudang In-game content art | This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running. | Berrybell Games | - | Aug 26, 2026 | |
星海余烬:联合舰队 In-game content art | Skill icons, character portraits, and similar assets were generated using AI. All other content was created manually. | SOT烈 | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
RiftBlade: WarCards Unclear art | Some static background images and card textures. | CyanInk | - | Aug 26, 2026 | |
王之将死/Checkmate In-game content art | During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay. | 白砚_Vesper | - | Aug 26, 2026 | |
Crazy Pocket In-game content art | AI was only used to generate minimal resources to support ball and chalk design.
All AI-assisted content has been reviewed, and the final assets were manually drawn and retouched to fit the game's artistic style and atmosphere. | OFFMOON Inc. | - | Aug 26, 2026 | |
Slightly Used Sorcery In-game content arttext | Generative AI tools were used during development to assist with code, images, and localized text. | Based Obviously | - | Aug 26, 2026 | |
Ages TD In-game content artaudiotext | Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game. | FMJ Games | - | Aug 25, 2026 | |
Anywhere RPG Live AI arttext | This game heavily uses generative AI to generate the initial world and direct events and experiences for the player in real time. | Max Loh | - | Aug 25, 2026 |