We use AI to assist with game development, including code, translations, and the creation of background assets. The game does not use any real-time AI systems.
- Creator
- Typeco
- Reviews
- -
- Added
- Jul 19, 2026
Public Steam disclosure research 25,877 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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We use AI to assist with game development, including code, translations, and the creation of background assets. The game does not use any real-time AI systems.
Marketing materials
This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets. All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game. No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made.
The game's art assets were generated using AI tools. All assets are originally created and contain no infringing content.
all the pictures are generated by artificial intelligence.
Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code, systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property.
Some visual assets, promotional images, and concept artwork were created or refined with AI-assisted tools. The final game design, gameplay implementation, level structure, UI integration, editing, selection, arrangement, and compilation were completed and reviewed by the developer. The game does not generate AI content during gameplay.
I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game. I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools. Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content. For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback.
Generative AI tools were used during development to create and manually refine some illustrations, store page artwork, and music tracks, as well as to assist with text preparation and localization. The game does not generate any AI content in real time.
Some of the visual art in this game including card, Relic, and background artwork was created with the help of generative AI tools during development. All AI generated content was reviewed, curated, and edited by the developer to fit the game's style and quality standards.
Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses.
Some 2D art assets (weapon icons and sprites) were pre-generated using AI tools.
Generative AI tools were used during development to create and refine some pre-generated visual assets, including character illustrations, office environments, decorative objects, and promotional artwork. All generated materials were manually selected, edited, integrated, and reviewed by the developer. The game does not generate any AI content while running.
Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay.
Some static visual assets used for Jigsaw Sweeper were created or refined with generative AI under developer direction, then manually selected, reviewed, edited, and integrated by the developer. This includes Steam achievement icons and may include selected store or marketing artwork. The game does not generate AI content during gameplay, does not use AI to respond to player input, and does not connect to any external AI service while the game is running. The Custom Image Puzzle feature lets players import local images from their own device. These images are not generated by the game, are not processed by an AI service, and are not shared through an online service.
LLM's were used as an accelerator tool for coding and generating some 3D assets in-game.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows: - Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software. - 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine. - Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions). We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
All in-game character art and background visuals are created through AI generation, followed by manual refinement and touch-ups.
Pocket Chief! uses generative AI for optional text conversations, activity summaries, and task organization. Some artwork and localization used in the product and its marketing were also created with AI assistance. Users can choose Pocket Chief Cloud, connect their own compatible model provider (BYOK), or use a local model endpoint.
some of the arts use the ai to create.
This game is primarily built with pre-generated AI-assisted content, including artwork, text, localization, music, video, and marketing materials. All AI-assisted content is reviewed, selected, and edited by the developer before being included in the game or store page. The game does not use live-generated AI during gameplay and does not connect to any external AI service while running.
Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features.
Some animations where AI generated.
The game uses pre-rendered background imagery, portions of which were produced with the assistance of AI tools and further edited for use in the game.
Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权
AI was used to generate background images, music, and audio. Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key.
Generative AI was used only as a supporting tool for the design of some fictional bottle brands and language translation.
Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style.
This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming.
AI was used to create some of the ingame pictograms and minor subelements in store art.
Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team.
This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity. The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content.
This game uses generative AI in the following ways: - Some of the in-game and store page artwork was created using AI image generation tools. - Some localization (translations) was assisted by AI tools. All AI-generated content is reviewed and edited by the developer before release. Background music uses royalty-free tracks and is not AI-generated. Parts of the game's code were written with the assistance of AI coding tools.
Koi Frenzy contains pre-generated AI-assisted visual assets, including artwork and certain in-game graphics. All AI-generated content was reviewed, edited where necessary, and integrated by the developer. The game does not use live AI generation during gameplay.
Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team.
Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release.
Some of the game’s visuals and sound effects have been created using artificial intelligence.
Updated 8/24/2026 for Full Transparency: Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game.
Some pre-generated visual assets used in the game and store materials were created with the help of generative AI tools during development. These include selected images for the title screen, options screen, game over screen and promotional artwork. No live AI generation is used during gameplay.
AI Disclosure: Generative AI was used for the following elements of this game: ・Programming: General game systems ・Graphic Assets: UI and character variations
Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated.
Team logos were generated using AI
During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information. Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.)
Graphical assets are generated by AI.
AI Generated Content Disclosure: "MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows: Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style. Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets. Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running.
Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer.
Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Poker Games In-game content arttextcode | We use AI to assist with game development, including code, translations, and the creation of background assets. The game does not use any real-time AI systems. | Typeco | - | Jul 19, 2026 | |
Bad Pig House Store/marketing art | Marketing materials | Team GZ | - | Jul 18, 2026 | |
Chronicles Of Lumethis In-game content art | This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets.
All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game.
No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made. | YAY Games | - | Jul 18, 2026 | |
崇文书院 In-game content art | The game's art assets were generated using AI tools. All assets are originally created and contain no infringing content. | DimDim AI Studio | - | Jul 18, 2026 | |
Visual Novel: There Are No Coincidences Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 18, 2026 | |
The Heir: Steampunk Escape Room In-game content artaudio | Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited. | Host Games | - | Jul 18, 2026 | |
Mnema: The Fallen Remembered In-game content art | The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay. | Ukammi | - | Jul 18, 2026 | |
Brimir: Pilgrimage to the Heart In-game content art | Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code,
systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property. | SANG WOOK KIM | 27 | Jul 18, 2026 | |
Daiying Slingshot In-game content art | Some visual assets, promotional images, and concept artwork were created or refined with AI-assisted tools. The final game design, gameplay implementation, level structure, UI integration, editing, selection, arrangement, and compilation were completed and reviewed by the developer. The game does not generate AI content during gameplay. | Daiying Studio | - | Jul 18, 2026 | |
群侠传:幸存者 In-game content artaudiocode | I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game.
I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools.
Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content.
For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback. | Nenly Studio | 600 | Jul 18, 2026 | |
Epoch Vault In-game content artaudiotext | Generative AI tools were used during development to create and manually refine some illustrations, store page artwork, and music tracks, as well as to assist with text preparation and localization. The game does not generate any AI content in real time. | Epoch Vault Studio | - | Jul 18, 2026 | |
Datum In-game content art | Some of the visual art in this game including card, Relic, and background artwork was created with the help of generative AI tools during development.
All AI generated content was reviewed, curated, and edited by the developer to fit the game's style and quality standards. | Letteis | - | Jul 18, 2026 | |
Blame the Wind In-game content artaudio | Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses. | Ædrift Studio | - | Jul 18, 2026 | |
Damnatio Lusoris In-game content art | Some 2D art assets (weapon icons and sprites) were pre-generated using AI tools. | Cursed Die Studio | - | Jul 18, 2026 | |
One More Release: Indie Studio Tycoon In-game content art | Generative AI tools were used during development to create and refine some pre-generated visual assets, including character illustrations, office environments, decorative objects, and promotional artwork. All generated materials were manually selected, edited, integrated, and reviewed by the developer. The game does not generate any AI content while running. | Daniil Tarasau | - | Jul 18, 2026 | |
SOLITAIRE.EXE In-game content art | Some 2D art assets in this game (such as certain face-card portraits and mascots) were created with the assistance of AI image-generation tools and then hand-edited and composited. All game design, code, writing, and music are human-authored, and all store screenshots are captured from real gameplay. No AI-generated content is produced live during gameplay. | PhoenixDnB | - | Jul 18, 2026 | |
Jigsaw Sweeper In-game content art | Some static visual assets used for Jigsaw Sweeper were created or refined with generative AI under developer direction, then manually selected, reviewed, edited, and integrated by the developer. This includes Steam achievement icons and may include selected store or marketing artwork.
The game does not generate AI content during gameplay, does not use AI to respond to player input, and does not connect to any external AI service while the game is running.
The Custom Image Puzzle feature lets players import local images from their own device. These images are not generated by the game, are not processed by an AI service, and are not shared through an online service. | dotori | - | Jul 18, 2026 | |
Nordic In-game content artcode | LLM's were used as an accelerator tool for coding and generating some 3D assets in-game. | Sunday Mondays | - | Jul 18, 2026 | |
Mind Against Fate In-game content artcode | The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials. | Mind Against Fate | - | Jul 18, 2026 | |
英雄变美 In-game content art | All in-game character art and background visuals are created through AI generation, followed by manual refinement and touch-ups. | Mutual Fun Studio | - | Jul 18, 2026 | |
Pocket Chief! Live AI textart | Pocket Chief! uses generative AI for optional text conversations, activity summaries, and task organization. Some artwork and localization used in the product and its marketing were also created with AI assistance. Users can choose Pocket Chief Cloud, connect their own compatible model provider (BYOK), or use a local model endpoint. | STARWISH LIMITED | - | Jul 18, 2026 | |
挂机英雄传 In-game content art | some of the arts use the ai to create. | 滚筒洗衣机 | - | Jul 18, 2026 | |
The Broken Crown In-game content arttextaudio | This game is primarily built with pre-generated AI-assisted content, including artwork, text, localization, music, video, and marketing materials. All AI-assisted content is reviewed, selected, and edited by the developer before being included in the game or store page. The game does not use live-generated AI during gameplay and does not connect to any external AI service while running. | PiperFox | - | Jul 18, 2026 | |
山河营造 In-game content art | Some pre-generated 3D art assets and textures were created with generative AI tools during development. These assets are reviewed, selected, adjusted, and integrated by the developer before inclusion. The game does not provide player-facing real-time generative AI features. | Luyu Games | - | Jul 18, 2026 | |
Sloo In-game content art | Some animations where AI generated. | SlowBrainLimited | - | Jul 18, 2026 | |
Goblin and Recipes: Match-3 Adventure In-game content art | The game uses pre-rendered background imagery, portions of which were produced with the assistance of AI tools and further edited for use in the game. | Nikola Bulj | - | Jul 18, 2026 | |
Damage Shogi In-game content codeaudioart | Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Jul 18, 2026 | |
我的钓鱼世界2 Store/marketing art | 本游戏在开发过程中和商店页面使用了AI工具(如豆包, Claude,deepseek,腾讯混元大模型,Midjourney,Stable Diffusion),用于辅助生成部分美术概念图,以加快原型设计效率和商店提审需求。游戏的最终成品已由美术师进行手动的精细调整和优化,确保内容合规且不侵犯任何第三方版权 | 华幸 | - | Jul 18, 2026 | |
Battle Slop In-game content artaudio | AI was used to generate background images, music, and audio.
Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key. | Good Enough Games | - | Jul 18, 2026 | |
Cellar Keeper In-game content arttext | Generative AI was used only as a supporting tool for the design of some fictional bottle brands and language translation. | EgoTrampoline | - | Jul 18, 2026 | |
Fleetfall - Galaxy Domination In-game content art | Artificial intelligence was used to generate the base concepts for the characters and planets in the game. All generated assets were then significantly edited, refined, and finalized manually to fit the game's unique art style. | Purple Owl | - | Jul 18, 2026 | |
鉄道運行管理シミュレーターPro - Railway Dispatcher Pro - In-game content artcode | This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming. | たでぃまる | - | Jul 18, 2026 | |
reWinWar In-game content art | AI was used to create some of the ingame pictograms and minor subelements in store art. | Oleksandr Hulchenko | - | Jul 18, 2026 | |
モグモグ!クソバトル In-game content art | Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team. | BoreBoreKick | - | Jul 18, 2026 | |
Don't Go Duck In-game content artaudiotext | This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity.
The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content. | Bad_Melon | - | Jul 18, 2026 | |
FlipPanic In-game content arttextcode | This game uses generative AI in the following ways:
- Some of the in-game and store page artwork was created using AI image generation tools.
- Some localization (translations) was assisted by AI tools.
All AI-generated content is reviewed and edited by the developer before release.
Background music uses royalty-free tracks and is not AI-generated.
Parts of the game's code were written with the assistance of AI coding tools. | WingWind | - | Jul 18, 2026 | |
Koi Frenzy In-game content art | Koi Frenzy contains pre-generated AI-assisted visual assets, including artwork and certain in-game graphics. All AI-generated content was reviewed, edited where necessary, and integrated by the developer. The game does not use live AI generation during gameplay. | BIG BRO Studios | - | Jul 18, 2026 | |
DON'T TURN AROUND In-game content art | Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team. | Hawks Studios | - | Jul 18, 2026 | |
LoveLine In-game content audiotextart | Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release. | Bone-US | - | Jul 18, 2026 | |
Royal Farm In-game content artaudio | Some of the game’s visuals and sound effects have been created using artificial intelligence. | Ert Gaming Studio | - | Jul 18, 2026 | |
Send Them to Hell In-game content art | Updated 8/24/2026 for Full Transparency:
Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game. | cbgames | - | Jul 18, 2026 | |
Perdido na Mina In-game content art | Some pre-generated visual assets used in the game and store materials were created with the help of generative AI tools during development. These include selected images for the title screen, options screen, game over screen and promotional artwork. No live AI generation is used during gameplay. | Studio 4 | - | Jul 18, 2026 | |
必活!両替人 In-game content artcode | AI Disclosure:
Generative AI was used for the following elements of this game:
・Programming: General game systems
・Graphic Assets: UI and character variations | MOCHIGOME | - | Jul 18, 2026 | |
Tapis In-game content art | Some of Tapis's visual assets were created with the help of generative AI tools. These elements are produced ahead of time, then art-directed, selected and reworked by the studio to fit the game's world. No AI generates any content while you play: the gameplay, rules, balancing and all systems are entirely designed and hand-validated. | Bellescene Studio | - | Jul 18, 2026 | |
The Referee Committee Store/marketing art | Team logos were generated using AI | New Page Interactive | - | Jul 18, 2026 | |
CityExplorer In-game content textart | During gameplay, the AI generates regional information and sightseeing guides (utilizing the Google Gemini API ). These generated texts change in real time and may occasionally contain inaccurate information.
Additionally, some images displayed within the game and on the store page utilize assets pre-generated by Google Gemini. (These are pre-generated contents, not live-generated during gameplay.) | YOKATA forest words | - | Jul 18, 2026 | |
Beats of Ephesus In-game content art | Graphical assets are generated by AI. | Beff Inc. | - | Jul 18, 2026 | |
Malware Buster In-game content artaudio | AI Generated Content Disclosure:
"MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows:
Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style.
Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets.
Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running. | DevilCola | - | Jul 18, 2026 | |
ITCHING! In-game content art | Yes – The game contains AI-generated visuals, including card illustrations, background artwork, UI panels, and store page assets (capsules, icons, screenshots), created using AI image generation tools and curated by the developer. | Cw4M | - | Jul 18, 2026 | |
Blooming Faith In-game content art | Some visual assets and portions of the game's development were created with the assistance of generative AI. AI was used as a creative and productivity tool during development, with all generated content reviewed, edited, and integrated by the solo developer. | Lilith Guild | - | Jul 18, 2026 |