This game store page is generated by AI Some background images in the game are created with AI assistance
- Creator
- 攸缘游戏
- Reviews
- -
- Added
- Jun 11, 2026
Public Steam disclosure research 25,981 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.
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This game store page is generated by AI Some background images in the game are created with AI assistance
We used AI to help in coding the game, and coming up with some of our promotional art assets.
AI illustrations were used for some bullets, bosses, and background images.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools. To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization: Pre-rendered Content & Video Sequences: The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited. The short animations for the item forging and dismantling systems were generated using AI and manually refined. Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished. Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools. Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools. We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
Generated some UI elements
Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process. Content created with AI assistance during development: • The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer. • SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance. • Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests. • The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting. • Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer. • English and Spanish translations: pre-translated with AI, manually reviewed and polished. • Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components. No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match. All AI-assisted content was reviewed, tested, and approved by the human developer before release.
The background images and girls pictures are pre-rendered AI art
Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer.
All images were obtained from Magnific Premium which hosts user submitted and AI generated images.
Some card illustrations were created with the assistance of image-generation tools, then hand-selected, edited, and arranged by the developer. Game design, rules, code, UI, and writing are human-made
This work includes some background images that were created using AI-generated materials.
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us. AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
AI tools were used to assist in the creation of temporary promotional artwork and concept visuals for the Steam store page. Gameplay systems, implementation, balancing, and final game integration are developed manually.
All 2D visual artwork used in the game was created or edited with the assistance of generative AI tools, then manually reviewed, selected, adjusted, and implemented by the developer. This includes in-game sprites, visual assets, Steam store artwork, and promotional material.
Some image and video clips were created using AI
Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services.
We use AI to assist in the creation of promotional materials.
Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets. The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer.
Sound(BGM)/Artwork
Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible.
The game to contain art assets generated by artificial intelligence
dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own.
This game uses AI assistance for portions of its programming code and store images.
Pre-Generated Content: We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights. Live-Generated Content: This game does not contain any live-generated AI content.
Some visual assets in this game were created with the assistance of AI image generation tools.
Game music and some texture materials are created with AI assistance
Some character artwork, visual assets, animations, and marketing images used in this game were created or assisted with generative AI tools during development. All such assets were reviewed and selected by the developer before being included in the game. This game includes live-generated AI dialogue. When the player talks with Douki-Cyan, a language model may generate conversational responses in real time based on the player’s input and the current scene context.
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
We augment studio art and engineering with AI-related tooling.
AI was used in: -Asset generation -Language translations -Porting to multiple platforms
Art and engineering assets created by our studio are augmented with AI tooling and processes.
Artificial Intelligence was used as a supportive tool during the early stages of development, primarily for idea generation, documentation structuring, and general content review. AI was also used to create certain placeholder images during the conceptual phase. These assets are temporary and will be replaced, as they are not intended to be part of the final version of the game. All final game content, including design, gameplay systems, mechanics, artwork, and programming, has been manually created, implemented, and validated by the developer, along with licensed assets from the Unity Asset Store and contributions from freelancers (all properly credited).
Image generation. Sound effect generation.
The game's music and art assets were modified based on generative artificial intelligence.
The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service.
Store capsule/library images and logo art was created with the help of AI.
Some parts of the App and Store page may feature AI generated content.
AI is used for generating game thumbnail with extra editing.
The in-game graphical assets and audio tracks are generated using generative AI tools.
Generative AI was used as one of many development tools while creating Snake: Gridbreaker. As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements. Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience. The game does not generate content with AI during gameplay.
Ai Voice Character And Images
Generative AI tools were used to assist with select visual artwork, specifically the game’s main marketing images/store page artwork and splash screen. Frutz does not use live-generated AI content during gameplay.
Some in-game audio, including phone call voices and ambient sounds, were generated using AI tools. Additionally, certain stickers and visual assets found in the Cancer's living area were created with the assistance of generative AI.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Ai was used to create 3D models and music.
Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation. AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts. The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer. The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI.
Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release.
Generative AI tools were utilized to assist in the creation of promotional materials. The game itself does not contain any live AI generation.
Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team.
AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
黯渊崛起 Store/marketing art | This game store page is generated by AI
Some background images in the game are created with AI assistance | 攸缘游戏 | - | Jun 11, 2026 | |
Driftscape: Void In-game content art | We used AI to help in coding the game, and coming up with some of our promotional art assets. | Three Brothers Games | - | Jun 11, 2026 | |
ParryWarrior In-game content art | AI illustrations were used for some bullets, bosses, and background images. | Hirises | - | Jun 11, 2026 | |
Legend of Azure Peak : Wuxia Heroes In-game content artaudiotext | This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide. | Azure Peak Studio | - | Jun 11, 2026 | |
KingBattle In-game content art | Generated some UI elements | ERDHub | - | Jun 11, 2026 | |
Terra Concordia - Civilizações em Harmonia In-game content arttextcode | Terra Concordia was created by the solo developer at NCB Company with extensive use of generative artificial intelligence tools throughout the development process.
Content created with AI assistance during development:
• The 142 game cards (buildings, technologies, wonders, events, objectives): names, descriptions, costs, effects, and art were conceived and adjusted with AI assistance, under review and final decision by the human developer.
• SVG vector art (cards, board, civilizations, store capsule arts, achievement icons, page banners): programmatically generated by scripts written with AI assistance.
• Game mechanics and rules: brainstorming, balancing, and iteration done with AI assistance, always validated manually across hundreds of internal playtests.
• The 6 solo-mode scenarios: themes, victory conditions, and difficulty designed with AI assistance, adjusted through playtesting.
• Website, store descriptions, manuals, and Civilopedia: drafted with AI assistance, reviewed by the developer.
• English and Spanish translations: pre-translated with AI, manually reviewed and polished.
• Solo-mode opponent (Automa) logic: the script was written with AI assistance, but it is a fixed deterministic algorithm with no machine learning components.
No content is generated by AI in real time during play. There are no images, texts, cards, or behaviors dynamically generated by AI while you play. The "Automa" (solo-mode AI opponent) is a script already embedded in the game code, executing pre-defined rules — without any alteration, generation, or learning during the match.
All AI-assisted content was reviewed, tested, and approved by the human developer before release. | NCB Games | - | Jun 11, 2026 | |
Chronime Puzzle: Girls In-game content art | The background images and girls pictures are pre-rendered AI art | Quantum Quiver Games | - | Jun 11, 2026 | |
Final Deal Dev only art | Final Deal is a human-created game. Generative AI tools were used as part of the development process for brainstorming and concept exploration of some visual assets. All gameplay mechanics, systems, writing, artistic direction, and final creative were made by the developer. | BigButton Co. | - | Jun 11, 2026 | |
Proper Puzzles In-game content art | All images were obtained from Magnific Premium which hosts user submitted and AI generated images. | Gritty Bits Games | - | Jun 11, 2026 | |
Trickster In-game content art | Some card illustrations were created with the assistance of image-generation tools, then hand-selected, edited, and arranged by the developer. Game design, rules, code, UI, and writing are human-made | Maksym Sysenko | - | Jun 11, 2026 | |
GIFT from GOD In-game content art | This work includes some background images that were created using AI-generated materials. | Galaxy★Bear | - | Jun 11, 2026 | |
Purrfect Bliss In-game content audioart | We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters. | ThreeFrauds | - | Jun 11, 2026 | |
Last Monument In-game content art | AI tools were used to assist in the creation of temporary promotional artwork and concept visuals for the Steam store page. Gameplay systems, implementation, balancing, and final game integration are developed manually. | Levikinco | - | Jun 11, 2026 | |
Hangin' Off! In-game content art | All 2D visual artwork used in the game was created or edited with the assistance of generative AI tools, then manually reviewed, selected, adjusted, and implemented by the developer.
This includes in-game sprites, visual assets, Steam store artwork, and promotional material. | Sk1ds Retro Works | 32 | Jun 11, 2026 | |
BOTMARE Store/marketing art | Some image and video clips were created using AI | Junchen Li | - | Jun 11, 2026 | |
Qteam 模拟器 In-game content art | Generative AI was used during development to assist with the creation of certain visual assets and development content. All AI-generated content was reviewed, modified, and integrated by the developer before inclusion in the final game. The game does not generate AI content during gameplay and does not connect to external AI services. | zhekuan | - | Jun 11, 2026 | |
君临传奇之风起云涌 Store/marketing art | We use AI to assist in the creation of promotional materials. | 君临传奇之风起云涌 | - | Jun 11, 2026 | |
Village Coop Clicker In-game content artaudiocodetext | Village Coop Clicker is a small hobby project created with extensive use of AI-assisted tools for programming, artwork, audio, localization, and store assets.
The game design, balancing, progression systems, and overall creative direction were created and curated manually by the developer. | DoMi Games | - | Jun 11, 2026 | |
ThouSandSand In-game content artaudio | Sound(BGM)/Artwork | YaaaJi | - | Jun 11, 2026 | |
暗层 In-game content art | Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible. | 暗格工作室 | - | Jun 11, 2026 | |
Stopping Move In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Jun 11, 2026 | |
Dream Strobe Live AI artcode | dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own. | Upside Down Bird | - | Jun 11, 2026 | |
Neon Sector In-game content codeart | This game uses AI assistance for portions of its programming code and store images. | SaveFourIntGames | - | Jun 11, 2026 | |
The Adventurer's Guide to the Another World In-game content audioart | Pre-Generated Content:
We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights.
Live-Generated Content:
This game does not contain any live-generated AI content. | ROOT | - | Jun 11, 2026 | |
Paper Baseball In-game content art | Some visual assets in this game were created with the assistance of AI image generation tools. | Table Warworks | - | Jun 11, 2026 | |
群岛:皇女转生 Islands: Princess Reincarnation In-game content audioart | Game music and some texture materials are created with AI assistance | MeowPass Games | - | Jun 11, 2026 | |
My Deskmate Douki-chan Live AI arttext | Some character artwork, visual assets, animations, and marketing images used in this game were created or assisted with generative AI tools during development. All such assets were reviewed and selected by the developer before being included in the game.
This game includes live-generated AI dialogue. When the player talks with Douki-Cyan, a language model may generate conversational responses in real time based on the player’s input and the current scene context. | The Platypus | - | Jun 11, 2026 | |
钢之誓言 In-game content audioart | We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either. | Ling Jun | - | Jun 11, 2026 | |
Tailbreak Dev only artcode | We augment studio art and engineering with AI-related tooling. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Pocket Squire: Arena arttext | AI was used in:
-Asset generation
-Language translations
-Porting to multiple platforms | David Baldie | - | Jun 10, 2026 | |
Railbreak DX In-game content artcode | Art and engineering assets created by our studio are augmented with AI tooling and processes. | Dead Drop Studios LLC | - | Jun 10, 2026 | |
Turno Nocturno Dev only arttext | Artificial Intelligence was used as a supportive tool during the early stages of development, primarily for idea generation, documentation structuring, and general content review.
AI was also used to create certain placeholder images during the conceptual phase. These assets are temporary and will be replaced, as they are not intended to be part of the final version of the game.
All final game content, including design, gameplay systems, mechanics, artwork, and programming, has been manually created, implemented, and validated by the developer, along with licensed assets from the Unity Asset Store and contributions from freelancers (all properly credited). | UnderZero Studios | - | Jun 10, 2026 | |
SeongsuStation In-game content artaudio | Image generation. Sound effect generation. | SEONGSULAB | - | Jun 10, 2026 | |
字里行间 In-game content artaudio | The game's music and art assets were modified based on generative artificial intelligence. | DuskSwan | - | Jun 10, 2026 | |
Builder Bros In-game content artaudiotext | The developers used generative AI tools in the creation of this game. Portions of the game's content — including visual art and 3D assets, audio, in-game narrative and text, and translations into the supported languages — were produced with the assistance of generative AI and then reviewed, edited, and curated by the developer. All AI-assisted content is generated ahead of time and is fixed in the shipped game. Builder Bros does not generate any content using AI during gameplay, and does not connect to any external AI service. | Neon Planet Studio | - | Jun 10, 2026 | |
Arcade Architect Store/marketing art | Store capsule/library images and logo art was created with the help of AI. | Drew VanWagner | - | Jun 10, 2026 | |
Star Fire: Eternal Cycle Store/marketing arttext | Some parts of the App and Store page may feature AI generated content. | Ethereal Fish Studio | 975 | Jun 10, 2026 | |
School Owner Simulator Store/marketing art | AI is used for generating game thumbnail with extra editing. | Bewolba Studios | - | Jun 10, 2026 | |
深渊卡牌传说 In-game content artaudio | The in-game graphical assets and audio tracks are generated using generative AI tools. | 吃苹果的虫 | - | Jun 10, 2026 | |
Snake: Gridbreaker In-game content artcodetext | Generative AI was used as one of many development tools while creating Snake: Gridbreaker.
As a solo developer, I used it to support programming, localization, UI work, visual assets, icons, and the development of quality-of-life and accessibility improvements.
Every AI-assisted element was reviewed, edited, tested, and implemented by me. I designed the game, its mechanics, progression, and creative direction, and I remain fully responsible for the final experience.
The game does not generate content with AI during gameplay. | Arkadiusz Włodarczyk | - | Jun 10, 2026 | |
DAY BREAKER : Awakening Code In-game content audioart | Ai Voice Character And Images | KhadijaDev | - | Jun 10, 2026 | |
Frutz Store/marketing art | Generative AI tools were used to assist with select visual artwork, specifically the game’s main marketing images/store page artwork and splash screen.
Frutz does not use live-generated AI content during gameplay. | Broken Walls Studios | - | Jun 10, 2026 | |
GreenGas In-game content audioart | Some in-game audio, including phone call voices and ambient sounds, were generated using AI tools. Additionally, certain stickers and visual assets found in the Cancer's living area were created with the assistance of generative AI. | DanialEghtedari | - | Jun 10, 2026 | |
Pawns into the Dark In-game content art | Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. | FLYING CAT INC. | - | Jun 10, 2026 | |
OnGrid() In-game content artaudio | Ai was used to create 3D models and music. | Paranormality UK | - | Jun 10, 2026 | |
Junkyard Saints: Scrapstorm In-game content artaudiotextcode | Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation.
AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts.
The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer.
The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI. | Jan Winnenberg | - | Jun 10, 2026 | |
Crooked In-game content artaudiocode | Character portraits, UI icons, and background art in this game were generated using AI image tools (Google Gemini) and then edited, composited, and finalized by the developer. Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. No AI content is generated live during gameplay — all assets are fixed and authored before release. | indie-dir | - | Jun 10, 2026 | |
Crystal Wars Store/marketing art | Generative AI tools were utilized to assist in the creation of promotional materials. The game itself does not contain any live AI generation. | Vertex Noord | - | Jun 10, 2026 | |
Babitonga Puzzle Attack In-game content artaudio | Generative AI was used as a supplementary tool for certain visual and audio assets. Every AI-assisted asset underwent substantial manual editing, refinement, quality control, and integration by the development team. | caramelo dog | - | Jun 10, 2026 | |
Knights vs Aliens In-game content art | AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners. | Prophetic Sky, Inc | - | Jun 10, 2026 |