Item icons, some marketing materials
- Creator
- Scandinavia & Co
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,893 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Item icons, some marketing materials
AI-generated content used only for Steam page
Some pre-rendered 2D artwork, icon, and UI/store visual assets were created or assisted with generative AI during development. The game does not generate AI content during gameplay and does not connect to an external AI service.
Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements.
I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet.
Store description and promotional graphics generated using AI tools.
As an independent development team, we use generative AI tools to assist in creating some of the game’s background artwork and decorative wallpapers. These images are used as supporting visual elements and do not replace the game’s 3D assets, animation, gameplay design, programming, or overall creative direction. All AI-assisted artwork is selected, reviewed, edited, and integrated by our development team to ensure it fits the visual identity of Oops, No Floor. The game does not generate content during gameplay. We respect and value the work of professional artists. Our use of AI reflects the practical resources available to us as a small indie team and allows us to focus our budget and time on building, polishing, and supporting the game.
During development, some of the game's art assets (including icons, UI elements, scene backgrounds, and character visuals) were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play.
all the pictures are generated by artificial intelligence.
Some of the logos are made with AI
Some of the graphical assets (logos) are made using AI
The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline. Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency. AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed.
This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack.
Some visual assets and concept artwork used in the game were created or assisted by generative AI tools and further modified by the developer. All gameplay systems, story content, level design, and interactive features were created by the developer.
This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay.
Inventory icons, and some background images and textures.
Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time.
Some of the content in AquaDucked! was created with the help of generative AI tools: - Some background music was created using AI music-generation tools. - The blurred background images behind each theme were created or refined with AI tools. - Portions of the store page and marketing text were drafted with AI assistance. The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated. All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others.
Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion.
Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
The game was helped by Generative AI in part of the image and code writing.
Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day.
The game does not contain AI-generated content. AI-generated content is used just for Steam cover.
Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game.
Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay.
Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including: the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts. These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios. The game itself does not call any AI service during gameplay — all play is fully deterministic.
Images and Music made by AI are in game. Images for UI, and almost all music in game.
Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay.
Generative AI disclosure Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release. This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated. Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running.
Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay. Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。 具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。
Some background illustrations were created with generative AI and edited/selected by the developer.
This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer.
NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline. I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life: - generating the art, - fleshing out the script, - composing the music, and writing the code. Every element was guided by human intent and shaped by AI execution.
Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime.
Some objects and character voices in this game were created with the assistance of AI
This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay.
Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for: - Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer. - Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts. - Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts. All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.
The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game: Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool. Sound: some of the game's audio was created with the help of AI. Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI. All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated.
Some artwork assets were generated and edited using AI tools.
Sounds, cutscenes, few images.
AI was used for some of the store page images.
Assets and most of the coding was done through AI tools
Parts of Word Puzzle Master were created with the help of generative AI tools, then reviewed, edited and assembled by the developer: • visual art — the ambient background images and the animated background loop • audio — background music and sound effects Generative AI is used only during development to produce these assets. The game does NOT use any AI at runtime — there is no live AI generation while you play. Puzzle word lists are hand-curated, and level layouts are produced by our own deterministic algorithm (not AI).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Valhalla Reborn In-game content art | Item icons, some marketing materials | Scandinavia & Co | - | Jun 28, 2026 | |
Animal Chameleon Store/marketing arttext | AI-generated content used only for Steam page | Crispy Codeworks | - | Jun 28, 2026 | |
Refund In-game content art | Some pre-rendered 2D artwork, icon, and UI/store visual assets were created or assisted with generative AI during development. The game does not generate AI content during gameplay and does not connect to an external AI service. | GuGuguagua | - | Jun 28, 2026 | |
Nosteria In-game content artaudiocode | Generative AI was used to create initial art assets (which were then manually retouched), assist with programming, and generate audio elements. | YONDER JUMP | - | Jun 28, 2026 | |
Loot & Rush Dev only art | I use AI to accelerate my development process and improve the composition of my own graphic creations, which are made by hand on a graphics tablet. | Alex Falx | - | Jun 28, 2026 | |
Zombuffoonery Store/marketing art | Store description and promotional graphics generated using AI tools. | ZERO5GAMES | - | Jun 28, 2026 | |
Oops, No Floor! In-game content art | As an independent development team, we use generative AI tools to assist in creating some of the game’s background artwork and decorative wallpapers. These images are used as supporting visual elements and do not replace the game’s 3D assets, animation, gameplay design, programming, or overall creative direction.
All AI-assisted artwork is selected, reviewed, edited, and integrated by our development team to ensure it fits the visual identity of Oops, No Floor. The game does not generate content during gameplay.
We respect and value the work of professional artists. Our use of AI reflects the practical resources available to us as a small indie team and allows us to focus our budget and time on building, polishing, and supporting the game. | 71 Studios for Games Development | - | Jun 28, 2026 | |
Camp & Conquer In-game content art | During development, some of the game's art assets (including icons, UI elements, scene backgrounds, and character visuals) were created with the help of AI image-generation tools, then curated, adjusted, and integrated by hand. The game does not generate any AI content in real time during play. | Maple Leaf | - | Jun 28, 2026 | |
International Memes In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jun 28, 2026 | |
Double Driver In-game content art | Some of the logos are made with AI | FinComBan | 62 | Jun 28, 2026 | |
AeroBird In-game content art | Some of the graphical assets (logos) are made using AI | POYANA BRADYLUI | - | Jun 28, 2026 | |
The Living Atlas In-game content artcode | The Living Atlas uses procedural generation algorithms to create unique fantasy worlds, including terrain, biomes, river systems, and civilization simulation. These systems were developed with the assistance of large language models (LLMs) used during development for code generation and design. The store page copy and marketing assets were also created with LLM assistance. No AI-generated content is produced during gameplay — all in-game content is generated by deterministic procedural algorithms seeded by player input. | A.R.B. Andrews | - | Jun 28, 2026 | |
Ore Shatterer In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 28, 2026 | |
Keep Drawing: Webtoon Tycoon In-game content artcode | Keep Drawing was developed by HuDoes Interactive with AI-assisted tools used as part of our workflow — not as a fully automated production pipeline.
Some in-game visuals and UI elements were created or refined with generative AI during development. All such assets were reviewed, edited, and integrated by the developer before release. Store and marketing graphics (including Steam capsule artwork) were also created with AI assistance and then manually adjusted for quality and consistency.
AI-assisted coding tools were used to help write and refactor parts of the game's source code. The design, game systems, balance, and final implementation remain developer-directed. | HuDoEs | - | Jun 28, 2026 | |
Travelling Spacer In-game content artaudio | This game utilizes AI tools to assist in the creation of pre-generated assets. AI image generation was used to conceptualize and assist in creating 2D graphical assets. Additionally, AI audio tools (Suno) were used to master, polish, and upgrade the quality of the game's chiptune soundtrack. | Code Urchins | - | Jun 28, 2026 | |
AFTER THE SILENCE In-game content art | Some visual assets and concept artwork used in the game were created or assisted by generative AI tools and further modified by the developer. All gameplay systems, story content, level design, and interactive features were created by the developer. | BrainRampage | - | Jun 28, 2026 | |
Tamo&Tamer In-game content art | This game used generative AI tools as an aid in creating some of its visual assets, such as background illustrations and character/environment pixel art. All AI-generated output was reviewed, refined, and edited by the developer before being included in the game. No content is generated by AI in real time during gameplay. | OFFtheREAL | - | Jun 28, 2026 | |
Cytokine Storm In-game content art | Inventory icons, and some background images and textures. | Smooth Brain Studios | - | Jun 28, 2026 | |
Shrunk Wilds In-game content art | Some visual assets and artwork used during the development of Shrunk Wilds were created with the assistance of AI image generation tools. All generated assets are manually reviewed, modified, and curated by the developer before being implemented into the game. Players do not interact with AI systems during gameplay, and the game does not generate content in real time. | Metallicus Media | - | Jun 28, 2026 | |
AquaDucked! In-game content audioarttext | Some of the content in AquaDucked! was created with the help of generative AI tools:
- Some background music was created using AI music-generation tools.
- The blurred background images behind each theme were created or refined with AI tools.
- Portions of the store page and marketing text were drafted with AI assistance.
The core game art — the ducks, tools, and objects you play with — is either original, hand-painted watercolor, or photo-generated, not AI-generated.
All AI-generated content is pre-generated during development. AquaDucked! does not generate any content live during gameplay and does not connect to any external AI services while you play. We've made commercially reasonable efforts to ensure this content is appropriate and does not infringe on the rights of others. | NickTheDuck | - | Jun 28, 2026 | |
Immortal Sect Guardian In-game content artaudiotextcode | Generative AI was used during development to assist with creating some art assets, music, sound effects, gameplay prototypes, text, and code iteration. All AI-generated content used in the game has been manually reviewed, edited, integrated, and tested before inclusion. | Programmer Xiaohui | - | Jun 28, 2026 | |
Gap Storm In-game content artaudio | Some of Gap Storm's assets — including card art, character/enemy avatars, table and background art, certain UI icons, and some audio — were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Gap Storm does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Jun 28, 2026 | |
Ghost Exorcist Unclear artcode | The game was helped by Generative AI in part of the image and code writing. | RushRaid Studio | - | Jun 28, 2026 | |
The Last Banner Dev only artcode | Built by a two-person studio, The Last Banner deploys AI tools as supplements only. All art and code are curated, hand crafted and built by us. We strive to create the best game possible with the best tools of the modern day. | Inversion Theory Games | - | Jun 28, 2026 | |
Toy Keeper Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam cover. | Pocket Collector | - | Jun 28, 2026 | |
Lords of the World In-game content art | Generative AI was used to assist in the creation of certain UI icons and interface artwork. All generated content was reviewed, modified, and integrated by the developer before being used in the game. | GVA Games | - | Jun 28, 2026 | |
Vanya Online - Idle MMORPG Store/marketing arttext | Some store page text, promotional materials, localization support, and selected visual assets may be created or assisted by generative AI tools. All AI-assisted content is reviewed and edited by Demona Vosz before publication. Vanya Online does not use generative AI to create live content during gameplay. | Demona Vosz | 73 | Jun 28, 2026 | |
Mora's Cat Scratcher PLUS Store/marketing art | Cat & Fox Studios used generative AI image tools (Pollinations FLUX) to create the store-page art assets for this game, including:
the Main Capsule, Library Hero, Library Logo, Vertical Capsule, Page Background, small/header capsules, and the character illustrations of Mora the cat shown on the store page and in gallery posts.
These AI-generated assets are used for marketing imagery and Steam store presentation only. The original music in the game was composed by Dr. Jenna Fox of Cat & Fox Studios.
The game itself does not call any AI service during gameplay — all play is fully deterministic. | Cat & Fox | - | Jun 28, 2026 | |
A Cube's Choice In-game content artaudio | Images and Music made by AI are in game. Images for UI, and almost all music in game. | J-echo Entertainment | - | Jun 28, 2026 | |
Finish The Dishes Store/marketing art | Generative AI was used to create some of the capsule and promotional artwork displayed on the game's Steam store page. All such artwork was reviewed and selected by the developer. No AI-generated content is created during gameplay. | Fractbit | - | Jun 28, 2026 | |
American Dream In-game content art | Generative AI disclosure
Some visual assets in American Dream were created with the help of generative artificial intelligence during development, then reviewed and edited by the developer before release.
This includes the main menu background art and related promotional graphics used on the Steam store page and in Steam library/marketing images (such as header, capsule, and hero artwork). Gameplay screenshots are captured from the actual game and are not AI-generated.
Generative AI is not used to create content while you play. The game does not generate artwork, audio, narrative, or code during gameplay, and it does not connect to any third-party AI services while running. | Bret | - | Jun 28, 2026 | |
Football Academy Director In-game content art | Football Academy Director includes pre-generated fictional player portraits and selected promotional artwork created with the assistance of generative AI. All AI-generated content is created before release and manually reviewed and curated. The game does not generate AI content during gameplay.
Football Academy Director uses the NG_Regens facepack for fictional player portraits, with permission from the creator. NG_Regens can be found at: https://ngregens.org/ | MAP Interactive | - | Jun 28, 2026 | |
Odyssey Bridge Quest In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
memu is space cat In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization. | SF Create | - | Jun 28, 2026 | |
LOCKOUT In-game content arttext | Generative AI tools were used in the creation of some visual and textual content used in marketing materials and certain in-game assets. All core gameplay design and systems were developed independently. | MS Productions | - | Jun 28, 2026 | |
Hollow Orbit In-game content artaudiocode | Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay. | Dead Battery Games | - | Jun 28, 2026 | |
Hills Cry In-game content art | 本作では、開発プロセスの効率化およびアートワークの制作補助として、画像生成AIを使用しています。
具体的には、ゲーム内に登場するイベント画像(背景やアイテム)、ゲームオーバー/クリア時のロード画面のイラスト、およびUI背景などの2Dアセットの一部において、AIによってプリレンダリング(事前生成)された画像を加工して使用しています。ゲームプレイ中にAIがリアルタイムでライブ生成するコンテンツはありません。また、生成された画像はすべてレトログラフィックに加工して使用しており、著作権を侵害する素材は含まれていません。 | 愚の衆 | - | Jun 28, 2026 | |
Naomi’s End In-game content art | Some background illustrations were created with generative AI and edited/selected by the developer. | emagnetic | - | Jun 28, 2026 | |
The Kidnapped Brother In-game content artaudio | This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer. | SAEED MOHAMMED ARISHI | - | Jun 28, 2026 | |
NULL//REBORN In-game content arttextaudiocode | NULL//REBORN was built with agentic AI as a creative partner throughout the entire pipeline.
I designed the vision, story outline, musical direction, and game logic — then used AI to bring each piece to life:
- generating the art,
- fleshing out the script,
- composing the music, and writing the code.
Every element was guided by human intent and shaped by AI execution. | SlothByte Games | - | Jun 28, 2026 | |
Sim: World Cup Manager Store/marketing art | Some of the artwork on this game's Steam store page and library/marketing assets — including the capsule images and library hero — was created with the assistance of generative AI image tools. All such artwork was reviewed and edited by us prior to use to ensure it is appropriate and does not contain any content that infringes the intellectual property rights of any third party. The game itself does not generate any content using AI at runtime. | Jfsimgames | - | Jun 28, 2026 | |
Trying to Wake Up In-game content artaudio | Some objects and character voices in this game were created with the assistance of AI | Wertex Studio | - | Jun 28, 2026 | |
Sill Sticks - Stick Figure's Daily Life In-game content textart | This application uses AI tools in parts of its development process, including creating the in-character dialogue text and some artwork (such as character part images), as well as tuning behavioral algorithms. All AI-generated assets are produced and reviewed in advance and built into the product; no generative AI runs during gameplay. | SQOOL | - | Jun 28, 2026 | |
DeepRise In-game content artaudio | Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:
- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.
All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand. | Max Karnaukh | - | Jun 28, 2026 | |
Sammuneet Revontulet In-game content artaudiotext | The Darkened Northern Lights uses generative AI to help create some of the content that ships with the game:
Artwork: many of the game's pixel-art characters and graphics were made with the help of an AI art tool.
Sound: some of the game's audio was created with the help of AI.
Text and localization: parts of the game's text and its Finnish and English translations were produced with the help of AI.
All of this content was reviewed by the developer and is fixed - it does not change while you play. The game does not generate any content live during gameplay. An optional feature that generates extra storybook tales may be added in a future update; if so, this notice will be updated. | Joni Honkanen | - | Jun 28, 2026 | |
Recognition In-game content art | Some artwork assets were generated and edited using AI tools. | Nexus Media | - | Jun 28, 2026 | |
Breadwalk Unclear artaudio | Sounds, cutscenes, few images. | ElvenNeko | 22 | Jun 28, 2026 | |
Pt.PUYUYU Store/marketing art | AI was used for some of the store page images. | Cockroach Studio | - | Jun 28, 2026 | |
Pluck Em! Dev only artcode | Assets and most of the coding was done through AI tools | Hidden Spark Games | - | Jun 28, 2026 | |
Word Puzzle Master In-game content artaudio | Parts of Word Puzzle Master were created with the help of generative AI tools,
then reviewed, edited and assembled by the developer:
• visual art — the ambient background images and the animated background loop
• audio — background music and sound effects
Generative AI is used only during development to produce these assets. The game
does NOT use any AI at runtime — there is no live AI generation while you play.
Puzzle word lists are hand-curated, and level layouts are produced by our own
deterministic algorithm (not AI). | Tilewise | - | Jun 28, 2026 |