Some of the art in the game is created using AI Name of AI model included with the game: gpt
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- LSLS
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- Added
- Nov 5, 2026
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Some of the art in the game is created using AI Name of AI model included with the game: gpt
This game contains pre-generated AI content. The character art, backgrounds, illustrations, and UI art, the music and sound effects, and the vocal ending theme were created with generative AI tools. The story and the song lyrics were drafted and revised with the help of AI writing tools, and the English translation was produced with AI translation tools. The author planned and directed the game and edited, selected, and reviewed all content, ensuring that nothing illegal or infringing is included.
AI was used to fasten the production of the game, mostly localization.
AI assisted with artwork and text creation, with no live AI generation during gameplay.
Generative AI was used in the creation of game models, engine and for language translations.
AI used for graphics, sounds, and translations.
The Wee Pier was made by one person working with AI tools. All of the pixel art (the scene, the boats, the characters, the fish, the interface, the icon and the store art) was made for the game, drawn pixel by pixel by scripts written with AI coding tools, in one shared palette. No image generation model was used. The sound effects and the music were synthesised by code written with AI tools. The sea, the gulls, the foghorn, the rain and some splashes are built from CC0 recordings on Freesound. The in-game text and the store page text were written with AI tools to the developer's direction. The code was written with AI coding assistants. To our knowledge nothing in the game infringes anyone's rights.
AI generates conversational text and synthesized speech during use. Name of AI model included with the game: Bundled local models:, Qwen3.5 9B, OmniVoice, Qwen3-TTS, ZipVoice; SenseVoice for speech recognition.
Various assets and promotional materials were created with the assistance of generative AI tools. The game does not generate AI content during gameplay.
During the development of Blocknic, generative AI tools were used to assist in creating certain static graphical assets, including the game's logo and title lettering. These elements were reviewed and refined throughout the development process. The game does not use generative AI during gameplay.
Saltwake is a solo project. The story, characters, level design and game systems are the developer's own. The art, audio and text were made with the help of AI tools to speed up the work. Nothing is generated while you play.
I generated some game code and scripts using AI, as well as some scripts that created procedural music
Generative AI was used during development only. The game's assets (art, textures, icons and the store images) began as AI-generated images that we then selected, edited and finished by hand. Part of the code was written with AI coding assistants under the developer's direction, and all of it was reviewed and tested by us. The sounds are free CC0 recordings, not AI. Nothing is generated while you play.
AI Creation Statement: The places where AI (deepseekV4.1flash) was used in this project are: Multilingual translation (100%): Apart from the Simplified Chinese text, which the author typed manually, all translations into other languages were completed by AI. Movie reviews (100%): Characters’ movie reviews. Script structure optimization (0.5%–1%): Bugs in the code that were difficult to fix were optimized by AI. Name of AI model included with the game: deepseek V4.1 FLASH
Castle: Build & Defend uses AI-assisted content as part of its development process. Selected 3D models and visual assets are created using generative AI tools. All assets are curated and art-directed by the developer. Some 3D models are also manually edited and refined to achieve the intended visual style and consistency. AI tools have also been used to assist with selected audio and written content. The game's creative direction, visual identity, gameplay design, and final implementation are guided by the developer. No generative AI is used to create content during gameplay.
Generative AI tools were used during development to help create the pixel art, general portraits, map art, program code, music and sound effects, and translations. All content was planned, selected and playtested by the developer. The game does not use any AI while running and does not require an internet connection.
Iron & Instinct is made by a small, self-funded team with no dedicated artist. We used generative AI tools to help create some of the game’s art: monster designs were generated or adapted with AI image tools to match the game’s art style, and character sprite animations were produced with AI-assisted animation tools Name of AI model included with the game: Claude (Anthropic) for code; Gemini (Google) for art; AutoSprite for sprite animation. All used during development only. No AI runs during gameplay.
Generative AI was used during development to help create some of the images, text, and audio included in the game. These assets are created in advance and included in the distributed game. The game does not use generative AI to generate content or code during gameplay.
Part of the game's art assets, background music and promotional images are created with the assistance of AI tools. All AI-generated content has been manually revised, reviewed and adjusted.
Some of the game's assets were made with generative AI.
Some artwork for the store page and the app was created with the help of AI tools. While running, KohiRVC uses an RVC voice conversion model to convert your own microphone audio into another voice, entirely on your PC. No voice models are included. Name of AI model included with the game: RVC (Retrieval-based Voice Conversion) v2. Voice models are imported by the user; none are included with KohiRVC.
Some 3D models, sound effects, voice lines, music, the opening film, story text, translations and marketing art were made with AI tools and edited by us. The game does not generate any AI content while it is running.
Generative AI tools were used during development to create and revise visual assets, including character portraits, backgrounds, comic illustrations, and spice-card artwork, and to assist with writing in-game text. This content is prepared in advance and included with the game. The game does not generate content or connect to generative AI services during gameplay.
**AI has been used for:** - In-game images and illustrations - English text translation and localization (the developer is a native French speaker) - Graphics - Battle backgrounds - Plugin development **AI has not been used for:** - Music - Story
AI-generated content was used for some visual assets, a small number of UI graphics, a few 3D assets, and some sound effects. These assets were edited and integrated into the game.
Generative AI was used to assist with the translation of some in-game text.
Partial AI-assisted Artworks.
Generative AI was used to create some in-game images and store and marketing artwork. No AI-generated content is created during gameplay.
Promotional Art: Store capsules, banners, and promotional assets were created with the assistance of generative AI tools. Localization: In-game text translation and localization across multiple languages were aided by AI linguistic tools. Soundtrack (OST): The pre-recorded music tracks featured in the game's tape player and official soundtrack package were pre-generated using the FlowMusic app, then curated and integrated into the project. (Note: Procedural FM chiptune tracks and in-game sound effects are generated in real-time by the game's internal audio engine).
Some of the art assets in this game (characters, scenery decorations, and mechanism textures), as well as portions of the music, sound effects, and narrative text, were created with the assistance of generative AI tools during development, and were individually reviewed, refined, and integrated by the developer. The core gameplay and level design are entirely human-crafted.
Most of the code and imagery in this game were generated by artificial intelligence.
No image-generation models were used. AI-assisted: Some environment, UI, icon and visual-effect assets were processed with AI assistance. AI-generated: The background music was created with AI tools. Hand-made: All original character and enemy artwork is hand-drawn by our artists. The game does not use AI to generate any content while you play.
The writing, art, music and sound were made with AI assistance, like most modern studios these days. eeth plays and approves every build. Nothing is generated while you play.
The in-game music, sound effects and the trailer music were created with the help of generative AI.
No AI image, sound or music generators were used, and no AI runs during play. Illustrations are drawn procedurally by code, following the solo developer's sketches and art direction. An AI assistant helped write and debug that code, and helps translate the game and its store page.
The game's artwork (objects, realm and stage backdrops) and the images on this page were created with the help of generative AI tools, then selected, retouched and integrated by the developer. The page texts and the English translation were also written with the help of AI. The translations of the game and of this page into Simplified Chinese, German, Spanish, Brazilian Portuguese and Japanese were also made with AI, without human proofreading. The game does not generate any content during play.
Generative AI tools were used during development to assist in creating some game artwork. These assets were selected, modified, and integrated by the developer. No AI content is generated in real time while the game is running.
Generative AI tools were used to assist in the creation and adaptation of certain visual assets in the game. These assets were subsequently refined and integrated into the project.
Some content was made with the help of generative AI tools and then reviewed and edited by our team: The key art used for the store capsules, library images and game icon was generated with an AI image tool and then cropped, composed and finished by us. In-game screenshots are real gameplay. The interface translations (15 languages besides English) were produced with AI assistance. AI assistants helped write parts of the game’s code and procedural 3D models, and helped draft store text. The 3D environment and characters are licensed asset packs (Synty Studios), and the interface art is by Kenney (CC0). No AI generates content while the game is running.
DeckFarm was born from the passion of a tiny independent team of friends. To bring our very first game to life from scratch with no external funding, we chose to leverage every tool available to us, including generative AI for coding support and initial visual assets. Later in development, an illustrator and graphic designer joined our team. His hands-on human craftsmanship was essential: he took those base visuals and radically reworked, modified, and polished them to give the game a cohesive, crafted artistic identity. Using AI was the key that allowed us to achieve a dream that otherwise would have remained out of reach. With our expanded team and in-house artist, our approach for future projects will naturally shift toward an increasingly hand-crafted art direction, while continuing to use technology wherever it supports our independent workflow.
使用了AI生成的美术和程序内容
We used generative AI tools while making the game, and some of its content comes from them: textures and some 2D images were made with OpenAI's image models (GPT), several 3D models with Tripo, and character animations with Kimodo (text to motion) and from short AI videos (Kling) whose movement NVIDIA's GEM-X turned into skeleton motion that we clean up by hand. Much of the code was written with AI assistance (Claude). The store artwork (the logo and capsules) was painted with GPT from our own game's screenshots. We direct, choose and edit everything that goes into the game. No AI generates content while you play.
Some of the store page assets were generated by GenAI, GenAI was also used to help test and deploy the code.
Superbuteo is designed and developed by FVC Studios. The commentator’s voice was generated with AI, and some 2D artwork (icons, trophies and backgrounds) was created with the help of AI tools and edited by us.
AI was used to assist in this project. Its final output was explicitly never used without human editing and verification. AI was used to suggest some text and layouts in the game and on this steam page. All of the text was edited by a human to make it correct for this game and was taken as suggestions, not final output. AI was not used to create any of the artwork. The cards, characters, logo, and backgrounds were drawn by human artists. AI was not used to create any of the audio. The music is licensed, and the sound effects are either CC0, or tones synthesised in house. AI was used to assist in programming. None of the code in this game is the sole final output of a generative AI. AI was used to double check work, fix bugs, and fill in small pieces where appropriate. All of this code was checked by, edited by, and verified by a human. Thank you for your kind understanding. The last thing we want to do is hide anything from you. If you have further questions, please contact FakeName Games for details.
Climbing Gym Manager is made by a solo developer. Just one man an idea and a whole heap of experience. I designed the game, built the simulation and chose every asset in it. The screenshots are captured from the game itself. I used generative AI tools to help speed up my workflow including some of the visual assets. Most were then finished by hand: edited, corrected, recoloured and adjusted to fit the game’s style. The store artwork was also made with AI tools and cleaned up by hand. The music is a mix of AI-generated tracks and licensed royalty-free music. The interface sounds were made for the game.
The shop graphics (game logo) were generated as a concept, which was then reworked by our graphic designer.
The characters and art of the game are hand-drawn pixel art made by the developer. AI tools helped with programming the game, and some visuals and effects were enhanced with AI assistance, always starting from the developer's own drawings and reviewed by hand.
Barcode Blitz includes pre-generated AI-assisted artwork and interface graphics, as well as pre-rendered spoken narration created with text-to-speech tools. These assets were created during development; the game does not generate AI content while you play.
Generative AI was used to create some game assets and assist with coding during development.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
少年:浴火重生 In-game content art | Some of the art in the game is created using AI
Name of AI model included with the game: gpt | LSLS | - | Nov 5, 2026 | |
Anything Is Fine In-game content artaudiotext | This game contains pre-generated AI content. The character art, backgrounds, illustrations, and UI art, the music and sound effects, and the vocal ending theme were created with generative AI tools. The story and the song lyrics were drafted and revised with the help of AI writing tools, and the English translation was produced with AI translation tools. The author planned and directed the game and edited, selected, and reviewed all content, ensuring that nothing illegal or infringing is included. | Mokomuku | - | Nov 5, 2026 | |
Dose of Order: Pharmacy Tidy Up In-game content text | AI was used to fasten the production of the game, mostly localization. | Just Making Games | - | Nov 5, 2026 | |
Before the Pyre In-game content arttext | AI assisted with artwork and text creation, with no live AI generation during gameplay. | Blackfoil Games | - | Nov 5, 2026 | |
Cabbie Chaos In-game content arttext | Generative AI was used in the creation of game models, engine and for language translations. | Casual Games | - | Nov 5, 2026 | |
Kitsune Kart In-game content artaudiotext | AI used for graphics, sounds, and translations. | Kemonocept | - | Nov 5, 2026 | |
The Wee Pier In-game content artaudiotextcode | The Wee Pier was made by one person working with AI tools. All of the pixel art (the scene, the boats, the characters, the fish, the interface, the icon and the store art) was made for the game, drawn pixel by pixel by scripts written with AI coding tools, in one shared palette. No image generation model was used. The sound effects and the music were synthesised by code written with AI tools. The sea, the gulls, the foghorn, the rain and some splashes are built from CC0 recordings on Freesound. The in-game text and the store page text were written with AI tools to the developer's direction. The code was written with AI coding assistants. To our knowledge nothing in the game infringes anyone's rights. | Peatstack | - | Nov 5, 2026 | |
Elya:爱莉雅 Live AI textaudio | AI generates conversational text and synthesized speech during use.
Name of AI model included with the game: Bundled local models:, Qwen3.5 9B, OmniVoice, Qwen3-TTS, ZipVoice; SenseVoice for speech recognition. | Elya | - | Nov 5, 2026 | |
Pachinko Battler: Co-op Survivors Store/marketing art | Various assets and promotional materials were created with the assistance of generative AI tools. The game does not generate AI content during gameplay. | Big Bubba Productions | - | Nov 5, 2026 | |
Blocknic In-game content art | During the development of Blocknic, generative AI tools were used to assist in creating certain static graphical assets, including the game's logo and title lettering. These elements were reviewed and refined throughout the development process.
The game does not use generative AI during gameplay. | Adrian Riera | - | Nov 5, 2026 | |
Saltwake In-game content artaudiotext | Saltwake is a solo project. The story, characters, level design and game systems are the developer's own. The art, audio and text were made with the help of AI tools to speed up the work. Nothing is generated while you play. | Petersen Projects | - | Nov 5, 2026 | |
SpaceGolf In-game content codeaudio | I generated some game code and scripts using AI, as well as some scripts that created procedural music | SpaceGolfDevTeam | - | Nov 5, 2026 | |
Pickfall In-game content artcode | Generative AI was used during development only. The game's assets (art, textures, icons and the store images) began as AI-generated images that we then selected, edited and finished by hand. Part of the code was written with AI coding assistants under the developer's direction, and all of it was reviewed and tested by us. The sounds are free CC0 recordings, not AI. Nothing is generated while you play. | Overcapacity Studios | - | Nov 5, 2026 | |
Return to college In-game content textcode | AI Creation Statement:
The places where AI (deepseekV4.1flash) was used in this project are:
Multilingual translation (100%): Apart from the Simplified Chinese text, which the author typed manually, all translations into other languages were completed by AI.
Movie reviews (100%): Characters’ movie reviews.
Script structure optimization (0.5%–1%): Bugs in the code that were difficult to fix were optimized by AI.
Name of AI model included with the game: deepseek V4.1 FLASH | 千琅邪 | - | Nov 5, 2026 | |
Castle: Build & Defend In-game content artaudiotext | Castle: Build & Defend uses AI-assisted content as part of its development process.
Selected 3D models and visual assets are created using generative AI tools. All assets are curated and art-directed by the developer. Some 3D models are also manually edited and refined to achieve the intended visual style and consistency.
AI tools have also been used to assist with selected audio and written content.
The game's creative direction, visual identity, gameplay design, and final implementation are guided by the developer.
No generative AI is used to create content during gameplay. | Pssst Games | - | Nov 5, 2026 | |
Three Kingdoms: Devour the World In-game content artaudiocodetext | Generative AI tools were used during development to help create the pixel art, general portraits, map art, program code, music and sound effects, and translations. All content was planned, selected and playtested by the developer. The game does not use any AI while running and does not require an internet connection. | htpeng | - | Nov 5, 2026 | |
Iron & Instinct In-game content art | Iron & Instinct is made by a small, self-funded team with no dedicated artist. We used generative AI tools to help create some of the game’s art: monster designs were generated or adapted with AI image tools to match the game’s art style, and character sprite animations were produced with AI-assisted animation tools
Name of AI model included with the game: Claude (Anthropic) for code; Gemini (Google) for art; AutoSprite for sprite animation. All used during development only. No AI runs during gameplay. | Break Knight Games | - | Nov 5, 2026 | |
Bold Hole In-game content arttextaudio | Generative AI was used during development to help create some of the images, text, and audio included in the game. These assets are created in advance and included in the distributed game. The game does not use generative AI to generate content or code during gameplay. | LICHAO | - | Nov 5, 2026 | |
归乡仙召 In-game content artaudio | Part of the game's art assets, background music and promotional images are created with the assistance of AI tools. All AI-generated content has been manually revised, reviewed and adjusted. | yiyinshi | - | Nov 5, 2026 | |
MUNDU In-game content art | Some of the game's assets were made with generative AI. | Fabio & Isa | - | Nov 5, 2026 | |
KohiRVC Live AI artaudio | Some artwork for the store page and the app was created with the help of AI tools. While running, KohiRVC uses an RVC voice conversion model to convert your own microphone audio into another voice, entirely on your PC. No voice models are included.
Name of AI model included with the game: RVC (Retrieval-based Voice Conversion) v2. Voice models are imported by the user; none are included with KohiRVC. | Kohi | - | Nov 5, 2026 | |
DEADFLOOR In-game content artaudiotext | Some 3D models, sound effects, voice lines, music, the opening film, story text, translations and marketing art were made with AI tools and edited by us. The game does not generate any AI content while it is running. | NAR INTERACTIVE | - | Nov 5, 2026 | |
Umami In-game content arttext | Generative AI tools were used during development to create and revise visual assets, including character portraits, backgrounds, comic illustrations, and spice-card artwork, and to assist with writing in-game text. This content is prepared in advance and included with the game. The game does not generate content or connect to generative AI services during gameplay. | Glukharev Mikhail | - | Nov 5, 2026 | |
Infasia : Tears of Void In-game content arttext | **AI has been used for:**
- In-game images and illustrations
- English text translation and localization (the developer is a native French speaker)
- Graphics
- Battle backgrounds
- Plugin development
**AI has not been used for:**
- Music
- Story | Jarex | - | Nov 5, 2026 | |
Cosmic Crumbs: Bakery Simulator - First Bite In-game content artaudio | AI-generated content was used for some visual assets, a small number of UI graphics, a few 3D assets, and some sound effects. These assets were edited and integrated into the game. | NVM Game | - | Nov 5, 2026 | |
Dolpen In-game content text | Generative AI was used to assist with the translation of some in-game text. | KunarioStudio | - | Nov 5, 2026 | |
Box Them Cats Unclear art | Partial AI-assisted Artworks. | BJL Studio | - | Nov 5, 2026 | |
Death Pool Club In-game content art | Generative AI was used to create some in-game images and store and marketing artwork. No AI-generated content is created during gameplay. | OFFtheREAL | - | Nov 5, 2026 | |
Emerald Space Courier In-game content arttextaudio | Promotional Art: Store capsules, banners, and promotional assets were created with the assistance of generative AI tools.
Localization: In-game text translation and localization across multiple languages were aided by AI linguistic tools.
Soundtrack (OST): The pre-recorded music tracks featured in the game's tape player and official soundtrack package were pre-generated using the FlowMusic app, then curated and integrated into the project. (Note: Procedural FM chiptune tracks and in-game sound effects are generated in real-time by the game's internal audio engine). | Lecheguana Games | - | Nov 5, 2026 | |
寄念:手影信使 In-game content artaudiotext | Some of the art assets in this game (characters, scenery decorations, and mechanism textures), as well as portions of the music, sound effects, and narrative text, were created with the assistance of generative AI tools during development, and were individually reviewed, refined, and integrated by the developer. The core gameplay and level design are entirely human-crafted. | 记忆加工工作室 | - | Nov 5, 2026 | |
Facial Expression Variety Show In-game content artcode | Most of the code and imagery in this game were generated by artificial intelligence. | Chang Lin | - | Nov 5, 2026 | |
Swarm Bunker: Harvest Factory In-game content artaudio | No image-generation models were used.
AI-assisted: Some environment, UI, icon and visual-effect assets were processed with AI assistance.
AI-generated: The background music was created with AI tools.
Hand-made: All original character and enemy artwork is hand-drawn by our artists.
The game does not use AI to generate any content while you play. | 001Studios | - | Nov 5, 2026 | |
Take One Down In-game content artaudiotext | The writing, art, music and sound were made with AI assistance, like most modern studios these days. eeth plays and approves every build. Nothing is generated while you play. | eeth | - | Nov 5, 2026 | |
Farm The Swarm In-game content audio | The in-game music, sound effects and the trailer music were created with the help of generative AI. | Bautabyte | - | Nov 5, 2026 | |
NO HUMANS LEFT In-game content arttextcode | No AI image, sound or music generators were used, and no AI runs during play. Illustrations are drawn procedurally by code, following the solo developer's sketches and art direction. An AI assistant helped write and debug that code, and helps translate the game and its store page. | Mr. Zapato Studio | - | Nov 5, 2026 | |
Mystical II: Forgotten Knowledge In-game content arttext | The game's artwork (objects, realm and stage backdrops) and the images on this page were created with the help of generative AI tools, then selected, retouched and integrated by the developer. The page texts and the English translation were also written with the help of AI. The translations of the game and of this page into Simplified Chinese, German, Spanish, Brazilian Portuguese and Japanese were also made with AI, without human proofreading. The game does not generate any content during play. | Leslie Forgeur | - | Nov 5, 2026 | |
鱼摆摆 In-game content art | Generative AI tools were used during development to assist in creating some game artwork. These assets were selected, modified, and integrated by the developer. No AI content is generated in real time while the game is running. | vegetable_garden520 | - | Nov 5, 2026 | |
Terrible Children In-game content art | Generative AI tools were used to assist in the creation and adaptation of certain visual assets in the game. These assets were subsequently refined and integrated into the project. | Dreams And Magic | - | Nov 5, 2026 | |
Tidy Mall Together In-game content artcodetext | Some content was made with the help of generative AI tools and then reviewed and edited by our team:
The key art used for the store capsules, library images and game icon was generated with an AI image tool and then cropped, composed and finished by us. In-game screenshots are real gameplay.
The interface translations (15 languages besides English) were produced with AI assistance.
AI assistants helped write parts of the game’s code and procedural 3D models, and helped draft store text.
The 3D environment and characters are licensed asset packs (Synty Studios), and the interface art is by Kenney (CC0). No AI generates content while the game is running. | NewGen | - | Nov 5, 2026 | |
Deckfarm In-game content artcode | DeckFarm was born from the passion of a tiny independent team of friends. To bring our very first game to life from scratch with no external funding, we chose to leverage every tool available to us, including generative AI for coding support and initial visual assets.
Later in development, an illustrator and graphic designer joined our team. His hands-on human craftsmanship was essential: he took those base visuals and radically reworked, modified, and polished them to give the game a cohesive, crafted artistic identity.
Using AI was the key that allowed us to achieve a dream that otherwise would have remained out of reach. With our expanded team and in-house artist, our approach for future projects will naturally shift toward an increasingly hand-crafted art direction, while continuing to use technology wherever it supports our independent workflow. | Shynet | - | Nov 5, 2026 | |
西游刮刮乐 In-game content artcode | 使用了AI生成的美术和程序内容 | 灵山街道办 | - | Nov 5, 2026 | |
No Trail Back In-game content artcode | We used generative AI tools while making the game, and some of its content comes from them: textures and some 2D images were made with OpenAI's image models (GPT), several 3D models with Tripo, and character animations with Kimodo (text to motion) and from short AI videos (Kling) whose movement NVIDIA's GEM-X turned into skeleton motion that we clean up by hand. Much of the code was written with AI assistance (Claude). The store artwork (the logo and capsules) was painted with GPT from our own game's screenshots. We direct, choose and edit everything that goes into the game. No AI generates content while you play. | CanItCode | - | Nov 5, 2026 | |
Eat Everything in a Supermarket Store/marketing artcode | Some of the store page assets were generated by GenAI, GenAI was also used to help test and deploy the code. | BetDev | - | Nov 5, 2026 | |
SuperButeo In-game content audioart | Superbuteo is designed and developed by FVC Studios. The commentator’s voice was generated with AI, and some 2D artwork (icons, trophies and backgrounds) was created with the help of AI tools and edited by us. | FVC Studios | - | Nov 5, 2026 | |
Unstable Explosives Store/marketing textcode | AI was used to assist in this project. Its final output was explicitly never used without human editing and verification.
AI was used to suggest some text and layouts in the game and on this steam page. All of the text was edited by a human to make it correct for this game and was taken as suggestions, not final output.
AI was not used to create any of the artwork. The cards, characters, logo, and backgrounds were drawn by human artists.
AI was not used to create any of the audio. The music is licensed, and the sound effects are either CC0, or tones synthesised in house.
AI was used to assist in programming. None of the code in this game is the sole final output of a generative AI. AI was used to double check work, fix bugs, and fill in small pieces where appropriate. All of this code was checked by, edited by, and verified by a human.
Thank you for your kind understanding. The last thing we want to do is hide anything from you. If you have further questions, please contact FakeName Games for details. | FakeName Games | - | Nov 5, 2026 | |
Climbing Gym Manager In-game content artaudio | Climbing Gym Manager is made by a solo developer. Just one man an idea and a whole heap of experience. I designed the game, built the simulation and chose every asset in it. The screenshots are captured from the game itself.
I used generative AI tools to help speed up my workflow including some of the visual assets. Most were then finished by hand: edited, corrected, recoloured and adjusted to fit the game’s style. The store artwork was also made with AI tools and cleaned up by hand.
The music is a mix of AI-generated tracks and licensed royalty-free music. The interface sounds were made for the game. | Clixal Labs | - | Nov 5, 2026 | |
GORAL: Highlander Simulator Store/marketing art | The shop graphics (game logo) were generated as a concept, which was then reworked by our graphic designer. | FreeMind S.A. | - | Nov 5, 2026 | |
Surfin' Landes In-game content artcode | The characters and art of the game are hand-drawn pixel art made by the developer. AI tools helped with programming the game, and some visuals and effects were enhanced with AI assistance, always starting from the developer's own drawings and reviewed by hand. | Benjamin G | - | Nov 5, 2026 | |
Barcode Blitz In-game content artaudio | Barcode Blitz includes pre-generated AI-assisted artwork and interface graphics, as well as pre-rendered spoken narration created with text-to-speech tools. These assets were created during development; the game does not generate AI content while you play. | AstroflyerYT | - | Nov 5, 2026 | |
Liminal Space But You Have to Kabaddi In-game content artcode | Generative AI was used to create some game assets and assist with coding during development. | Daruma The Factory, Inc. | - | Nov 5, 2026 |