Some of the scene and character illustrations are generated by AI.
- Creator
- Lazymangamestudio
- Reviews
- -
- Added
- Jun 9, 2026
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Some of the scene and character illustrations are generated by AI.
This game uses Generative AI for some of the asset sets in the game.
I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI. The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation. I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items AI was not used for the music in game, or the various art assets and SFX not mentioned above.
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
Generative AI tools were used during development for technical planning, system architecture, building custom systems, code cleanup, and similar engineering support. Some current pre-release visual/model assets are AI-generated placeholders. These are intended to be replaced with final authored assets before release.
This game uses generative AI tools to create certain static visual assets, including background images, loading screens, character portraits, marketing materials, and ship illustrations. No generative AI is used during gameplay to create game mechanics, simulations, text content, or dynamic systems. All gameplay mechanics and simulation systems are entirely handcrafted and deterministic.
Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay.
"We utilized AI for game localization and artwork generation."
Some visual assets in this game were created with the assistance of generative AI tools. AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content. The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running.
Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
AI Usage Disclosure AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes.
AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow.
Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions. AI was not used for writing or audio purposes.
Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience.
We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations
Some Store Page assets were modified and or enhanced with generative AI.
Immortal Rebirth utilizes generative AI for some in-game icons.
AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade)
SurfaceBox uses generative artificial intelligence to create some selected visual assets, including certain promotional images from the store page and some in-game graphic elements. Most of the assets, as well as programming, game design and final integration, were created and reviewed manually by the developer. No artificial intelligence is used to generate content in real time during the game.
This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality.
Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits.
This game contains pre-generated content created with the assistance of generative artificial intelligence (AI). Some or all character illustrations, background scenes, visual assets, story content, character dialogue, voice content, and background music were created or assisted using generative AI technologies during development. All such content was reviewed, refined, and integrated into the final version of the game by the development team.
This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images
Generative AI video tools were used to assist in creating some trailer and marketing video materials. The game itself does not use live-generated AI content.
Some 2D textures contain AI-generated content.
AI is used for some of the music and images in the game.
Some in-game images and user interface (UI) elements were created with generative AI assistance, then reviewed and edited by our team for use in the game and store materials.
Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it. Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs. 3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output. Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer. Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game. Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above). Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation. Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency.
Some of the artwork shown in our store screenshots, trailer, and on the app's in-game screen is placeholder media created with an AI image-generation tool (Google's Gemini image model). This includes the example movie posters, album covers, TV-series key art, and the cinematic "now playing" stills. These images depict entirely fictional films, albums, and shows. They exist only as copyright-safe demo content so we can show the app's interface without displaying real, copyrighted media that the user does not own the rights to publish. They do not represent any real title. Reel Room is a media player for the user's own library (Jellyfin server, local files, and network shares). The app performs no AI generation at runtime — all media a player sees in normal use is their own content. This is pre-generated content only; there is no live/runtime-generated AI.
Yes, some environment elements and decorative assets in the game were created with the assistance of generative AI. All AI-generated content has been manually edited and polished to ensure it fits the game's overall art style and to guarantee the absence of any prohibited content.
Some visual assets (pixel art backgrounds, card sprites) and marketing copy (store descriptions) were created with the assistance of generative AI tools. All AI-generated content was reviewed, curated, and refined by the developer.
Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point.
We believe that no person should be replaced by AI. All Primals — their models, animation, rigging, textures, SFX, and VFX — have been handcrafted by skilled artists. Our developers may choose to use generative AI as part of an iterative, exploratory development process, but how and when is left to individual team members, and the final product always reflects the creativity and expression of our own development team. As a small team, we have licensed some icons and 2D assets from external creators, and it is possible that some of these creators have used generative AI.
The store images and splash page were generated by xAI Grok, the music is by Suno. CoPilot and Claude helped me with the coding.
Generative AI was used to assist in the creation of promotional visual assets, including the game's logo and certain store page artwork. No gameplay content, code, story, dialogue, quests, characters, or game mechanics are generated by AI. All gameplay screenshots represent actual in-game content.
This game uses generative AI tools in limited ways to support development. Some music tracks were created using AI music generation tools, and certain marketing or store page visual assets were assisted by AI. All core gameplay and implementation were created by the developer.
Use of A.I. generative approach to modernize the original promotional images for the games.
just for art
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
Background and character were partially assisted with AI-editing tools.
Some translations, music tracks, and graphics were created using Artificial Intelligence.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow. Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Steam capsule art and a background image in game.
All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer.
Generative AI tools were used during development to assist in creating, texturing, and editing background elements for the promotional marketing materials, library assets, and store page capsules. No AI content is generated live during gameplay.
Generative AI tools were used during development to assist with code, UI, audio, and promotional materials.
This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
国王的游戏(King'sGame) In-game content art | Some of the scene and character illustrations are generated by AI. | Lazymangamestudio | - | Jun 9, 2026 | |
BruhBruh In-game content art | This game uses Generative AI for some of the asset sets in the game. | Branden Call | - | Jun 9, 2026 | |
Slop Slop In-game content artcode | I used AI to generate much of the code for this game. I did a lot of reviewing and tweaking the code, but a large portion of the core code for the game was generated by AI.
The AI also generate the player and enemy "models". I had them generate to game scene files (tscn files in Godot) which are just simple text files. I tweaked many of them after initial generation.
I also used AI to generate the various store page and icon art, and 4 images that are findable in the game as items
AI was not used for the music in game, or the various art assets and SFX not mentioned above. | Bobgar the Warbarian | - | Jun 9, 2026 | |
The Kuon Island Nursery Rhyme Murders: Case Notes In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | Jun 9, 2026 | |
augmenTD Dev only codeart | Generative AI tools were used during development for technical planning, system architecture, building custom systems, code cleanup, and similar engineering support.
Some current pre-release visual/model assets are AI-generated placeholders. These are intended to be replaced with final authored assets before release. | Brozilla_tv | - | Jun 9, 2026 | |
European Seafreight Tycoon In-game content art | This game uses generative AI tools to create certain static visual assets, including background images, loading screens, character portraits, marketing materials, and ship illustrations.
No generative AI is used during gameplay to create game mechanics, simulations, text content, or dynamic systems. All gameplay mechanics and simulation systems are entirely handcrafted and deterministic. | Warnicke Gamedesign | 15 | Jun 9, 2026 | |
Are you human? In-game content art | Some visual assets, such as icon/key art variations, may be generated or assisted using generative AI tools and then reviewed/edited by the developer before inclusion. The game does not use live generative AI during gameplay. | lee09lee26 | - | Jun 9, 2026 | |
WHERE TO? In-game content arttext | "We utilized AI for game localization and artwork generation." | APES | - | Jun 9, 2026 | |
도깨비의 밤 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools.
AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content.
The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running. | Taleway | - | Jun 9, 2026 | |
Indefinite: Intake In-game content art | Some visual assets in the game were created or assisted using AI-based tools during development. All generated content has been reviewed, modified, and integrated to fit the game's style and design. | Mikail Erdal | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
Rockfall Store/marketing codeart | AI Usage Disclosure
AI tools were used to assist in writing and reviewing portions of the game’s code, as well as for generating early marketing materials. All AI-generated content was reviewed, modified, and finalized by the developer. | Kajter Games | - | Jun 9, 2026 | |
The Pigment 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 9, 2026 | |
Where Giants Fall In-game content art | Some of the playable character and enemy models currently in the game were made with help from generative AI tools. I’m still working on these assets during development, and some or all of them may be replaced before release. I’ll update this disclosure if that changes. | Everclear Games | - | Jun 9, 2026 | |
修真幸存者 In-game content artaudiocode | AI was partially used in the production process for some of this game’s art and audio assets, as well as in the code-writing workflow. | 幺月星 | - | Jun 9, 2026 | |
The Disappearing Municipality Worker In-game content art | Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions.
AI was not used for writing or audio purposes. | Big Greg Games | - | Jun 9, 2026 | |
International Football Manager In-game content arttext | Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience. | UPLAY Online | - | Jun 9, 2026 | |
Censor Me Totally In-game content artaudiotext | We use AI tools where appropriate to streamline our workflow, specifically for pre-generating certain in-game assets such as images and music, as well as assisting with translations | IndieDacha | - | Jun 9, 2026 | |
Airplane Flight Simulator : EVO Store/marketing art | Some Store Page assets were modified and or enhanced with generative AI. | Ovilex Software | - | Jun 9, 2026 | |
重生修仙 In-game content art | Immortal Rebirth utilizes generative AI for some in-game icons. | RuYan | - | Jun 9, 2026 | |
Order Picker Simulator In-game content textart | AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade) | trushkeen | - | Jun 9, 2026 | |
SurfaceBox In-game content art | SurfaceBox uses generative artificial intelligence to create some selected visual assets, including certain promotional images from the store page and some in-game graphic elements. Most of the assets, as well as programming, game design and final integration, were created and reviewed manually by the developer. No artificial intelligence is used to generate content in real time during the game. | Delyei | - | Jun 9, 2026 | |
异星战场 In-game content artaudiotext | This game uses generative AI tools to assist in creating some art assets, sound effects, and text content. All generated content has been reviewed and edited by humans to ensure compliance and quality. | TapfunGame | - | Jun 9, 2026 | |
The Magic Master In-game content artaudiotext | Some assets used in this game may have been created using AI. Information about these assets can be found in the game's credits. | BERCAMILAN | - | Jun 9, 2026 | |
双面魔君心上仙 In-game content arttextaudio | This game contains pre-generated content created with the assistance of generative artificial intelligence (AI).
Some or all character illustrations, background scenes, visual assets, story content, character dialogue, voice content, and background music were created or assisted using generative AI technologies during development. All such content was reviewed, refined, and integrated into the final version of the game by the development team. | 未来梦科技有限公司 | - | Jun 9, 2026 | |
The Return In-game content artaudio | This game utilizes generative artificial intelligence to design some monster prototypes, some background music, and to enhance store images | YIN WEN CE | - | Jun 9, 2026 | |
Sweet Clockwork Store/marketing art | Generative AI video tools were used to assist in creating some trailer and marketing video materials. The game itself does not use live-generated AI content. | Team D.T.R | - | Jun 9, 2026 | |
怖録 In-game content art | Some 2D textures contain AI-generated content. | I-rori Entertainment Co., Ltd. | - | Jun 9, 2026 | |
The Suitcase Agents In-game content artaudio | AI is used for some of the music and images in the game. | バクエボ | - | Jun 9, 2026 | |
TenguHanafuda In-game content art | Some in-game images and user interface (UI) elements were created with generative AI assistance, then reviewed and edited by our team for use in the game and store materials. | MTJFan | - | Jun 8, 2026 | |
Scourge of the Necromancer In-game content artaudiotext | Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it.
Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs.
3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output.
Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer.
Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game.
Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above).
Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation.
Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency. | Ember Logic LLC | - | Jun 8, 2026 | |
Reel Room In-game content art | Some of the artwork shown in our store screenshots, trailer, and on the app's in-game screen is placeholder media created with an AI image-generation tool (Google's Gemini image model). This includes the example movie posters, album covers, TV-series key art, and the cinematic "now playing" stills.
These images depict entirely fictional films, albums, and shows. They exist only as copyright-safe demo content so we can show the app's interface without displaying real, copyrighted media that the user does not own the rights to publish. They do not represent any real title.
Reel Room is a media player for the user's own library (Jellyfin server, local files, and network shares). The app performs no AI generation at runtime — all media a player sees in normal use is their own content. This is pre-generated content only; there is no live/runtime-generated AI. | Union25 LLC | - | Jun 8, 2026 | |
100 Hidden Cats Stream Life In-game content art | Yes, some environment elements and decorative assets in the game were created with the assistance of generative AI. All AI-generated content has been manually edited and polished to ensure it fits the game's overall art style and to guarantee the absence of any prohibited content. | BandaIt | - | Jun 8, 2026 | |
Chopex In-game content arttext | Some visual assets (pixel art backgrounds, card sprites) and marketing copy (store descriptions) were created with the assistance of generative AI tools. All AI-generated content was reviewed, curated, and refined by the developer. | senator.ovh | - | Jun 8, 2026 | |
Time Dungeons In-game content art | Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point. | NuggetSmash | - | Jun 8, 2026 | |
Primal Tactica In-game content art | We believe that no person should be replaced by AI. All Primals — their models, animation, rigging, textures, SFX, and VFX — have been handcrafted by skilled artists.
Our developers may choose to use generative AI as part of an iterative, exploratory development process, but how and when is left to individual team members, and the final product always reflects the creativity and expression of our own development team.
As a small team, we have licensed some icons and 2D assets from external creators, and it is possible that some of these creators have used generative AI. | Errata Studio Ltd | - | Jun 8, 2026 | |
Demon Protocol In-game content artaudiocode | The store images and splash page were generated by xAI Grok, the music is by Suno. CoPilot and Claude helped me with the coding. | Pete Potos | - | Jun 8, 2026 | |
Rise Of Eurevia In-game content art | Generative AI was used to assist in the creation of promotional visual assets, including the game's logo and certain store page artwork. No gameplay content, code, story, dialogue, quests, characters, or game mechanics are generated by AI. All gameplay screenshots represent actual in-game content. | AsteDrixx Games | - | Jun 8, 2026 | |
Nebula Warrior In-game content audioart | This game uses generative AI tools in limited ways to support development. Some music tracks were created using AI music generation tools, and certain marketing or store page visual assets were assisted by AI. All core gameplay and implementation were created by the developer. | Saiko14 | - | Jun 8, 2026 | |
Gaelco Sports Collection (QUByte Classics) Store/marketing art | Use of A.I. generative approach to modernize the original promotional images for the games. | QUByte Interactive | - | Jun 8, 2026 | |
Collector Store/marketing art | just for art | hubel | - | Jun 8, 2026 | |
Keeping Up In-game content audioart | Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images. | Nice Try Studios | - | Jun 8, 2026 | |
Ancient Wonders Atlantis In-game content arttext | Background and character were partially assisted with AI-editing tools. | Seven Sails Games | - | Jun 8, 2026 | |
Noctiria In-game content textaudioart | Some translations, music tracks, and graphics were created using Artificial Intelligence. | Daniele Doesn't Matter | - | Jun 8, 2026 | |
WBS26 In-game content arttext | Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page. | Maksym Lohvynenko | - | Jun 8, 2026 | |
Invisible Ascent In-game content art | Steam capsule art and a background image in game. | Farrukh Sajjad | - | Jun 8, 2026 | |
Mortie College In-game content artaudiotextcode | All visual assets, character art, backgrounds, music, sound effects, dialogue implementation, and programming assistance for this game were created with the help of generative AI tools. The original concept, story, characters, direction, and overall game design were created by the developer. AI was used as a creative production tool during development, while all final content selection, editing, and integration were directed by the developer. | Mor10 Productions | - | Jun 8, 2026 | |
Last Dose Store/marketing art | Generative AI tools were used during development to assist in creating, texturing, and editing background elements for the promotional marketing materials, library assets, and store page capsules. No AI content is generated live during gameplay. | XdevjabeR | - | Jun 8, 2026 | |
Redline Protocol In-game content codeartaudio | Generative AI tools were used during development to assist with code, UI, audio, and promotional materials. | Cranky Crow Games | - | Jun 8, 2026 | |
Kula In-game content artaudiocode | This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer. | Mor10 Productions | - | Jun 8, 2026 |