The promotional video on the game's store page used AI-generated character animation slices.
- Creator
- Fireseeds
- Reviews
- -
- Added
- Sep 1, 2026
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The promotional video on the game's store page used AI-generated character animation slices.
AI was used for creating capsule of the Steam Page and the last cutscene video. Also voices was created by AI but we are planning to remove them later
“AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.”
Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team.
Generative AI was used as part of the development process to assist with the creation of some visual and audio assets. AI-generated outputs are reviewed, selected, edited and integrated by the developer to fit the game's visual and creative direction. Flow Foundry does not use generative AI to create content live during gameplay.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Some icons and models were developed with the assistance of AI.
Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services.
Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay.
The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime.
Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses. The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls of any kind.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game.
The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI.
AI was used to create some of the textures and translations.
ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer. TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping. Nothing is generated live during gameplay.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers. No generative AI runs at runtime. Players never receive AI-generated content while playing.
This game includes assets that were created ahead of time with AI tools: - 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool - 27 character portraits rendered from those 3D models - 2D artwork for the nations, such as the emblems - AI image generation - part of the HUD and UI texture set - AI image generation - the cutaway diagrams on the briefing screen - AI image generation Every generated asset was reviewed, selected and adjusted by the developer before being included. No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand.
Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually.
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
We used AI to generate some game scene images, icons, and code.
Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in. I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
AI was used only as a tool to speed things up. Voice acting was done by professionals (including me). SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process. All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind.
Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played.
This game utilizes generative AI to assist in creating select art assets, with all content refined and quality-checked by human developers.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Ai has been used to generate the Steam Store Page and the needed assets.
Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI.
AI-generated images.
During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service.
Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
Images generated by AI are being used as temporary resources during the development phase. * AI-generated images will be removed upon product release.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
Generative AI was used during development as an assistive tool for some 2D art including weapon reload animation frames and magazine props
Generative AI tools were used during development of this game. 2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand. Some 3D props and environment models were created with a model generation service, then adjusted for the game. Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves. AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer. Every generated asset was selected and reworked by a person before it went into the game.
The visuals are generated by AI.
Generative AI was used during development to assist with the creation of some visual assets and programming code.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected.
Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product.
Some of the artwork used on this store page, including the capsule art, was created using generative AI tools.
Generative AI was used to create some of the capsule artwork used on the Steam store page.
Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Speculators Store/marketing art | The promotional video on the game's store page used AI-generated character animation slices. | Fireseeds | - | Sep 1, 2026 | |
IT BEGAN In-game content artaudio | AI was used for creating capsule of the Steam Page and the last cutscene video. Also voices was created by AI but we are planning to remove them later | CODE 84 | - | Sep 1, 2026 | |
The voodoo soldier In-game content art | “AI tools were used to upscale/enhance original artwork created by the developer. The resulting assets were subsequently manually reworked and edited to match the game's intended art direction.” | Kevenson Draws | - | Aug 31, 2026 | |
Greedspire In-game content art | Some of the game's 2D artwork, including character, enemy and boss sprites, item icons, and backgrounds, was created using generative AI tools. All such assets were individually reviewed, selected, polished and integrated by the development team. | arcanabytes | - | Aug 31, 2026 | |
Flow Foundry In-game content artaudio | Generative AI was used as part of the development process to assist with the creation of some visual and audio assets. AI-generated outputs are reviewed, selected, edited and integrated by the developer to fit the game's visual and creative direction. Flow Foundry does not use generative AI to create content live during gameplay. | Flowling Studio | - | Aug 31, 2026 | |
Dirt Spoon in Another World In-game content art | Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation. | Underdog Games Inc. | - | Aug 31, 2026 | |
Stickman & Wildland Chariot In-game content art | Some icons and models were developed with the assistance of AI. | SleepyCatTech | - | Aug 31, 2026 | |
Branchbound In-game content artaudiotext | Pre-generated key art, store and marketing artwork, and two music loops were created with generative AI tools, then selected, edited, and reviewed by the developer. Gameplay rules, code, interface text, and player actions are authored and deterministic. No content is generated during gameplay, and the game does not connect to external AI services. | Digitable | - | Aug 31, 2026 | |
Pixel Pawn In-game content arttextaudio | Some visual assets (logo, item cover art, character portraits), portions of in-game text, localizations into languages other than Turkish and English, and music/sound effects were created with the assistance of generative AI tools and then reviewed and edited by the developers. No content is generated by AI during gameplay. | Ironbeak Crow Games | - | Aug 31, 2026 | |
Aldmark Calls for Aid In-game content arttext | The current build's interface, icons, unit and terrain graphics are AI-generated placeholder art. The map's underlying terrain layout was AI-generated; the map's painted artwork is hand-made in Inkarnate using licensed Inkarnate assets, and this map artwork also appears in the store's capsule images and screenshots. Interface text was AI-written and reviewed by the developer. The game contains no AI-generated music, audio, dialogue or narrative content, and no AI-generated content is created at runtime. | Studio Miley | - | Aug 31, 2026 | |
BWAG In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of some pre-generated game content, including visual assets, audio, and development materials. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay. | Dev-Solo Studio | - | Aug 31, 2026 | |
Electric Crust: Galactic Pizza Delivery In-game content artaudio | Electric Crust was designed, built, and directed by its developer, Charles Whetstone. I used generative AI as a production assistance tool for a subset of shipping assets including some sprite artwork that began in Midjourney output before being manipulated and reworked by hand, along with soundtrack being initially created with assistance of Suno. Both were used under paid commercial licenses.
The game performs no live or runtime AI generation. Every asset is fixed and authored before release, and the game makes no network calls
of any kind. | Swamp City LLC | - | Aug 31, 2026 | |
Voxel Wild In-game content arttext | Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services. | Tero Games | - | Aug 31, 2026 | |
Graveyard Shift In-game content artcode | Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game. | Goat Chef Studios | - | Aug 31, 2026 | |
Don't Touch Me - Goblin Zombies In-game content art | The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI. | Candy Studio | - | Aug 31, 2026 | |
Loong And Fox In-game content arttext | AI was used to create some of the textures and translations. | Nocoo Fox | - | Aug 31, 2026 | |
Mool: Chroma In-game content artaudiotext | ART AND AUDIO: no generative image or audio models were used. Every texture, sprite, visual effect and musical note in Mool: Chroma is generated at runtime by the game's own code. The build ships no audio files at all, and the only image files it ships are the bitmap font atlases used to draw text. The store page artwork is rendered by that same code. The code itself was written with AI assistance and reviewed by the developer.
TEXT: AI tools were used to help write text. Some in-game narrative and flavor text was drafted with AI assistance, and the game's non-English translations (Korean, Japanese, Simplified Chinese, German, French, Spanish - Latin America, Portuguese - Brazil, Russian) were AI-generated. All of it was reviewed and edited by the developer before shipping.
Nothing is generated live during gameplay. | jwl works | - | Aug 31, 2026 | |
Tabletop TD In-game content arttext | We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing. | hummmmmmm | - | Aug 31, 2026 | |
STELLAR WING In-game content art | This game includes assets that were created ahead of time with AI tools:
- 27 character 3D models (24 pilots, 3 national commanders) - multi-view images made with AI image generation, then turned into meshes with an image-to-3D tool
- 27 character portraits rendered from those 3D models
- 2D artwork for the nations, such as the emblems - AI image generation
- part of the HUD and UI texture set - AI image generation
- the cutaway diagrams on the briefing screen - AI image generation
Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models of the fighters, carriers, turrets, machine leviathans and asteroids are procedurally generated by program, and the stages, effects and all game logic were produced by scripts and by hand. | RAIDENWORKS | - | Aug 31, 2026 | |
Bullet's Deal: Split the Fortune In-game content art | Generative AI tools were utilized to generate initial texture concepts. All final in-game assets were extensively modified, hand-edited, and integrated manually. | After Titles Studio | - | Aug 31, 2026 | |
Knead a Break In-game content art | Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets. | Zhiyuan Future | - | Aug 31, 2026 | |
Curse Appraiser In-game content art | Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game. | ZESTBEAT | - | Aug 31, 2026 | |
第六枚骰子 In-game content artcode | We used AI to generate some game scene images, icons, and code. | crouchingcatstudio | - | Aug 31, 2026 | |
Rolling Fortress In-game content art | Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. No content is generated during gameplay, and the game does not connect to external AI services. | Last Exit Diner | - | Aug 31, 2026 | |
Hushed Ledger In-game content artaudiotext | Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call. | Morass | - | Aug 31, 2026 | |
삼국지 클래식: 출사표 (Three Kingdoms Classic: Chu Shi Biao) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | PlaySimulation Studio | - | Aug 31, 2026 | |
CrashFest In-game content artaudiocode | CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine. | Menno van Hout | - | Aug 31, 2026 | |
Ballzy: PvP Block Puzzle In-game content audioart | AI was used only as a tool to speed things up.
Voice acting was done by professionals (including me).
SFX and most VFX are assets created by artists (some placeholder AI art is included to be replaced in time) and the music tracks were composed by me and rendered with an AI assisted DAW process.
All creative ideas, all mods and QoL features of this unique puzzle game were designed and built by a human mind. | ONUR COBANOGLU | - | Aug 31, 2026 | |
Frost Dasher Store/marketing art | Generative AI tools were used during development to assist in the creation of selected visual assets and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services while being played. | Red Radar Studio | - | Aug 31, 2026 | |
Genius Simulator In-game content art | This game utilizes generative AI to assist in creating select art assets, with all content refined and quality-checked by human developers. | Genius Simulator Studio | - | Aug 31, 2026 | |
The Needle In-game content artaudio | Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this. | Save Point LLC | - | Aug 31, 2026 | |
Snappy Shapes Store/marketing arttext | Ai has been used to generate the Steam Store Page and the needed assets. | Mario H | - | Aug 31, 2026 | |
Timber & Fortune In-game content art | Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI. | Timber and Fortune | - | Aug 31, 2026 | |
Phone Era Unclear art | AI-generated images. | RealDreamer | - | Aug 31, 2026 | |
Aim Like a Cat In-game content art | During development, generative AI tools were used to assist in creating fixed, pre-generated visual content, including brand illustrations, logo variants, Steam store graphics, UI decorative assets and icons, and seamless PBR material textures. All AI-assisted content was created before release and reviewed by the developer. The game does not generate AI content at runtime, does not accept player prompts for AI generation, and does not send player data to an AI service. | 火火 | - | Aug 31, 2026 | |
TENGRI: Night of Orda Store/marketing art | Generative AI tools were used during development to assist with the creation of selected promotional artwork and Steam store graphical assets. These assets were reviewed and curated by the development team before being used. The game does not currently use live generative AI during gameplay. | Tengri Art Studio | - | Aug 31, 2026 | |
The Child Who Serves the Hanul In-game content artaudiotext | Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team. | Seungjun Lee | - | Aug 31, 2026 | |
Fish World Dev only art | Images generated by AI are being used as temporary resources during the development phase.
* AI-generated images will be removed upon product release. | A.O.Line | - | Aug 31, 2026 | |
霓虹尖塔 In-game content arttext | During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay. | romming778 | - | Aug 31, 2026 | |
Gunline In-game content art | Generative AI was used during development as an assistive tool for some 2D art including weapon reload animation frames and magazine props | Loaded Dice Studio | - | Aug 31, 2026 | |
Civil Twilight In-game content artaudiocode | Generative AI tools were used during development of this game.
2D art, including character illustrations and in-game documents and photographs, was created with image generation tools, then edited and composed by hand.
Some 3D props and environment models were created with a model generation service, then adjusted for the game.
Background music was created with a music generation service. Sound effects are not generated; they are openly licensed recordings that we processed ourselves.
AI coding tools assisted with writing and reviewing code. All final decisions and edits are made by the developer.
Every generated asset was selected and reworked by a person before it went into the game. | faanaworks | - | Aug 31, 2026 | |
Shove Nova In-game content art | The visuals are generated by AI. | SmallVector | - | Aug 31, 2026 | |
GAMBLE LIFE Dev only artcode | Generative AI was used during development to assist with the creation of some visual assets and programming code. | Wingless | - | Aug 31, 2026 | |
Desert Vein In-game content artcodeaudio | We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers. | Beijing Mayfly And Grain Technology Co.,Ltd | - | Aug 31, 2026 | |
杠杆地产开发商 In-game content art | AI was used to assist in designing the game’s UI icons. All AI-generated content has been manually reviewed and carefully selected. | TBC | - | Aug 31, 2026 | |
Appointment In-game content art | Generative AI tools were used during development to assist in creating and refining certain visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. | Omar Odeh | - | Aug 31, 2026 | |
Chip Builder Store/marketing art | Some of the artwork used on this store page, including the capsule art, was created using generative AI tools. | Laurentiu Raducu | - | Aug 31, 2026 | |
K-PARTY FEVER Store/marketing art | Generative AI was used to create some of the capsule artwork used on the Steam store page. | E13 FunnyLab | - | Aug 31, 2026 | |
Hotel Carnivalia In-game content arttext | Our team uses generative AI tools to assist with parts of the game's artwork, including some in-game art and store page images, and with first-pass translation of in-game text. All AI-assisted art and translations are reviewed, edited, and finalized by our team. Music and sound effects do not use AI. We hold the necessary rights to all content shipped in this game. No content is generated by AI at runtime. | DARELARK Studio | - | Aug 31, 2026 | |
Dungeon Crawl 94: What Was Taken In-game content artaudio | Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay. | Underwood Studios | - | Aug 31, 2026 |