Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime.
- Creator
- Yangward Games
- Reviews
- -
- Added
- Aug 22, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime.
Generative AI tools were used to help create some in-game visual and audio assets.
Generative AI tools were used during development to assist in creating pre-generated visual assets for the game, including character and hero artwork, team logos, backgrounds, interface elements, and other decorative assets. All generated content is reviewed, selected, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Some of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material.
Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime. • 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game. • 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game. • Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive. Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model. We have reviewed the shipped assets and believe they contain no illegal or infringing content.
The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art.
Generative AI is used for coding, graphics, text and localization.
Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release.
Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
Some of the visual assets in Champions of Thaloria were created with the help of generative AI tools during development. This includes parts of the store page artwork and trailer, along with a portion of the in-game 2D art such as item icons, avatar frames and class emblems. Every AI-assisted asset was selected, edited and assembled by hand before it went into the game, and all of it was reviewed by the developer. The game does not generate anything while you play. No content is created at runtime and no AI service is contacted during gameplay — everything ships with the game.
Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production. Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself. In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
Generative AI tools were used during development to create some 2D textures and 3D environmental objects in scenes.
Some pre-made content was created with the help of generative AI and curated by the developer: promotional/splash artwork and some item icons, several source 3D meshes, background music tracks, and portions of in-game flavor text. The game does not generate any content at runtime.
Generative AI is used to create the base designs and rough concepts for monsters and visual assets in the game.
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer.
Generative AI was used during development to assist in creating and refining some visual assets and development materials. All AI-assisted content included in the game and its marketing is reviewed, selected, and edited by the developer before publication. No AI-generated content is created during gameplay.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
Artwork was created with the help of ai. Music and sound was created with the help of ai.
Generative AI used for products box textures.
Iron Command uses generative AI for part of its content: • 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand. • The key art used on the title screen and for the store images was generated with an image model and edited afterwards. • The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer. Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI.
Generative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime.
Generative AI tools were used during development to create and refine selected 2D artwork and UI elements, and to assist with some narrative text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate content using AI during gameplay.
Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay.
Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality.
Generative AI was used to assist in creating some visual assets, dialogue, and localization for the game. AI-generated visual assets were manually pixel-edited, recolored, and refined by the developer to match the game's art style. AI-assisted dialogue and localization were reviewed and edited by the developer before being included in the game. No generative AI content is created dynamically during gameplay.
Some pre-generated background artwork used in F Of X was created using Google Gemini. No generative AI is used during gameplay.
The game does not contain any AI-generated content. AI was used only to create the logo on our Steam store page.
Some of the content in this game was created with generative AI tools. · The five background music tracks were generated with an AI music tool, then edited and looped to fit the game. · 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and went through background removal, resizing and color correction before shipping. · Interface translations — the source language is Korean; the other languages were machine-translated with AI and only some have had a human pass. If you spot an awkward line, tell us and we will fix it. Sound effects are not AI-generated. They are synthesized in real time by the game's code. No AI runs while you play. Every piece of content ships as a fixed file — the game does not generate anything during play and does not contact any AI service.
AI is used to help with code and assets. The game is still mostly human built, especially all game mechanics.
Generative AI tools were used during development to assist in creating visual promotional artwork, UI graphics, and character concept designs. All AI-generated assets were reviewed, modified, and curated by the developer to ensure quality and consistency with the game's art style. No real-time AI content generation is used during gameplay.
This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets.
This game uses generative AI for all types of illustration assets, programming, audio assets, Steam Community assets, and marketing materials.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
This game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE.
Art generated.
About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted.
Terran Dawn is a solo-developed game, and generative AI tools were used during its production. Everything AI-assisted is created ahead of time and shipped as fixed files inside the build: the game generates nothing while you play, contacts no AI service at runtime, and sends no player data anywhere. Where these tools were used: - 3D assets: ship, station and building meshes were produced with AI text-to-3D generation, then rescaled, re-oriented, re-textured and hand-corrected to fit the engine. - 2D art and textures: interface illustrations, encyclopedia art and some surface textures were generated from hand-written prompts and edited afterwards. - Sound effects: a portion of the weapon, interface and explosion sounds were generated with AI audio tools, then trimmed and mixed by hand. - Music: the soundtrack was created with AI music generation. - Voice-over: mission briefings and in-mission radio lines are AI text-to-speech, performed from scripts written by the developer. - Video transmissions: the in-game character broadcasts use a licensed synthetic presenter and synthetic voice to deliver dialogue written by the developer. - Translation: the game's text was translated into its supported languages with the help of an AI language model. - Some of the game's source code was written with AI coding assistants. The game's design, story, missions, rules and balance are written by the developer. No generative AI runs while the game is playing.
Some images were created by DALL-E and further processed.
Some photos and textures in the game are generated using AI technology.
Generative AI tools were used during the development of this game to assist with programming, debugging, translation, and content creation. Some artwork, text, and other assets were also generated or processed with the assistance of generative AI, then reviewed and edited by the development team. The game does not use generative AI at runtime or generate content in response to player input. The development team remains responsible for all content included in the final game.
AI was used for help with minor assets and some copy. The AI content will get removed throughout the timeline of this game up until full release.
部分商店素材包含AI生成元素
Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime.
Some store, library, and marketing images were created with a generative image tool, then cropped and composited to Steam sizes. The playable game does not generate AI content at runtime. In-game planets, textures, and simulation are not live AI.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
百鬼骰 In-game content art | Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime. | Yangward Games | - | Aug 22, 2026 | |
Wanted Drift In-game content artaudio | Generative AI tools were used to help create some in-game visual and audio assets. | Steadfast | - | Aug 22, 2026 | |
Esports Dynasty Manager In-game content art | Generative AI tools were used during development to assist in creating pre-generated visual assets for the game, including character and hero artwork, team logos, backgrounds, interface elements, and other decorative assets. All generated content is reviewed, selected, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Porcanelson Games | - | Aug 22, 2026 | |
Please Stop Breeding the Ducks In-game content art | I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me. | Solarice Interactives | - | Aug 22, 2026 | |
MORTAROT In-game content arttextcode | Some of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material. | Petri Games | - | Aug 22, 2026 | |
Soulforge In-game content arttext | Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime.
• 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game.
• 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game.
• Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive.
Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model.
We have reviewed the shipped assets and believe they contain no illegal or infringing content. | Momolitique Studios | - | Aug 22, 2026 | |
Spot Kittens Store/marketing art | The key art and Steam store banners were partially generated using AI. We will replace them soon with 100% handcrafted key art. | Sleepwalking Potatoes | - | Aug 22, 2026 | |
SPACE JK Unclear arttext | Generative AI is used for coding, graphics, text and localization. | FaSPel | - | Aug 22, 2026 | |
Shrimpscape In-game content arttext | Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release. | Umbriel Games | - | Aug 22, 2026 | |
Note Bounce – Sheet Music Game & Video Creator In-game content art | Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted. | Cihad Turhan | - | Aug 22, 2026 | |
Splatter Piece In-game content artaudio | Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it. | Lief Studio | - | Aug 22, 2026 | |
Champions Of Thaloria In-game content art | Some of the visual assets in Champions of Thaloria were created with the help
of generative AI tools during development. This includes parts of the store
page artwork and trailer, along with a portion of the in-game 2D art such as
item icons, avatar frames and class emblems.
Every AI-assisted asset was selected, edited and assembled by hand before it
went into the game, and all of it was reviewed by the developer.
The game does not generate anything while you play. No content is created at
runtime and no AI service is contacted during gameplay — everything ships
with the game. | Clive Production | - | Aug 22, 2026 | |
Dwellune: A Cozy Focus Room Store/marketing art | Pre-generated content: Some promotional and store-page visual assets, including logo variations, were created or enhanced with generative AI during development. No generative AI is used at runtime. The game does not generate AI content for players. | IvanLau | - | Aug 22, 2026 | |
BotForge In-game content artaudiocode | As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay. | Gabriel Crod | - | Aug 22, 2026 | |
SIGNOS: AI Robot Builder In-game content artaudio | This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team. | zeoperdise | - | Aug 22, 2026 | |
Once In Sakartvelo: Out Of Service In-game content art | Generative AI tools were used during development to create some 2D textures and 3D environmental objects in scenes. | ArbiDev | - | Aug 22, 2026 | |
AsterMaster In-game content artaudiotext | Some pre-made content was created with the help of generative AI and curated by the developer: promotional/splash artwork and some item icons, several source 3D meshes, background music tracks, and portions of in-game flavor text. The game does not generate any content at runtime. | Zebka LTD | - | Aug 22, 2026 | |
BONEYARD BOUNCE! In-game content art | Generative AI is used to create the base designs and rough concepts for monsters and visual assets in the game. | Studio JKMR | - | Aug 22, 2026 | |
God Complex In-game content arttext | Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay. | Escaping Inevitability Games | - | Aug 22, 2026 | |
FlashWords: Wordfall Store/marketing textart | Generative AI tools were used to assist in creating some store page artwork and marketing materials, as well as parts of the game's word content. All AI-assisted content was reviewed, edited, and integrated by the developer. Game design, programming, and final implementation were created by the developer. | Rising Edge | - | Aug 22, 2026 | |
Unhallowed Survivors In-game content art | Generative AI was used during development to assist in creating and refining some visual assets and development materials. All AI-assisted content included in the game and its marketing is reviewed, selected, and edited by the developer before publication. No AI-generated content is created during gameplay. | ShoninyasTube | - | Aug 22, 2026 | |
熊猫钓鱼:台钓问道之旅 In-game content art | AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction. | BoLiZha Studio | - | Aug 22, 2026 | |
Blackwire In-game content artaudio | Artwork was created with the help of ai. Music and sound was created with the help of ai. | Victoria Rasmussen | - | Aug 22, 2026 | |
Electronics Depot Simulator In-game content art | Generative AI used for products box textures. | Last Bullet Games | - | Aug 22, 2026 | |
Iron Command In-game content artaudiotext | Iron Command uses generative AI for part of its content:
• 3D models and their textures were generated with AI. Every model was then cleaned up, scaled, oriented and assembled into the game by hand.
• The key art used on the title screen and for the store images was generated with an image model and edited afterwards.
• The spoken mission briefings and unit voice lines are produced with a text-to-speech system from scripts written by the developer.
Game design, programming, level design, balancing and all written text are the developer's own work, created without generative AI. | Silvester Langen | - | Aug 22, 2026 | |
Books Hate You In-game content arttextcode | Generative AI was used during development to assist with code, artwork, in-game text such as death messages, and store page text. All AI-generated content was reviewed and edited by the developer. No AI runs during gameplay - the game is fully offline and generates no content at runtime. | Skill Issue Studios | - | Aug 22, 2026 | |
Brew & Boom In-game content arttext | Generative AI tools were used during development to create and refine selected 2D artwork and UI elements, and to assist with some narrative text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate content using AI during gameplay. | Zocke_Peter | - | Aug 22, 2026 | |
Rich PaPa In-game content art | Generative AI was used to help create pre-generated visual assets and promotional artwork used in the game and on the store page. The game does not generate AI content during gameplay and does not connect to external AI services during gameplay. | Sammokgu Games | - | Aug 22, 2026 | |
meowtopia In-game content artaudiotext | Generative AI technologies were used during certain stages of development to assist in creating select art, audio, text, or design assets. All final content has been reviewed, refined, and integrated by our team to ensure overall experience and product quality. | 李菠萝 | - | Aug 22, 2026 | |
Item TD In-game content arttext | Generative AI was used to assist in creating some visual assets, dialogue, and localization for the game. AI-generated visual assets were manually pixel-edited, recolored, and refined by the developer to match the game's art style. AI-assisted dialogue and localization were reviewed and edited by the developer before being included in the game. No generative AI content is created dynamically during gameplay. | 悠系鼠醬 | - | Aug 22, 2026 | |
F Of X In-game content art | Some pre-generated background artwork used in F Of X was created using Google Gemini. No generative AI is used during gameplay. | SonarFlux | - | Aug 22, 2026 | |
Ciao Pizza: Cooking Chaos Store/marketing art | The game does not contain any AI-generated content. AI was used only to create the logo on our Steam store page. | AxlPlay | - | Aug 22, 2026 | |
Button Down In-game content audioarttext | Some of the content in this game was created with generative AI tools.
· The five background music tracks were generated with an AI music tool, then edited
and looped to fit the game.
· 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and
went through background removal, resizing and color correction before shipping.
· Interface translations — the source language is Korean; the other languages were
machine-translated with AI and only some have had a human pass. If you spot an
awkward line, tell us and we will fix it.
Sound effects are not AI-generated. They are synthesized in real time by the game's code.
No AI runs while you play. Every piece of content ships as a fixed file — the game does
not generate anything during play and does not contact any AI service. | HAGOPA Studio | - | Aug 22, 2026 | |
Keepshore Dev only codeart | AI is used to help with code and assets. The game is still mostly human built, especially all game mechanics. | fp32.ai LLC | - | Aug 22, 2026 | |
My Multiverse - 我的多元宇宙 Store/marketing art | Generative AI tools were used during development to assist in creating visual promotional artwork, UI graphics, and character concept designs. All AI-generated assets were reviewed, modified, and curated by the developer to ensure quality and consistency with the game's art style. No real-time AI content generation is used during gameplay. | Ray-Z | - | Aug 22, 2026 | |
How to Turn Zombie In-game content textart | This game uses AI-assisted tools in parts of its development process, including translation for the Steam store page and some in-game UI text, as well as assistance during the creation of certain visual assets. | EverTier Games | - | Aug 22, 2026 | |
Happy Project 12 In-game content artaudiocode | This game uses generative AI for all types of illustration assets, programming, audio assets, Steam Community assets, and marketing materials. | waikei | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
Icame Isaw Iconquered In-game content art | This game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE. | BROKEN STUDIO | - | Aug 22, 2026 | |
Robot City: Delivery Unclear art | Art generated. | DESU | - | Aug 22, 2026 | |
Megachest In-game content art | About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted. | muffler | - | Aug 22, 2026 | |
Terran Dawn In-game content artaudiotextcode | Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing. | Dengel Kálmán | - | Aug 22, 2026 | |
Iron Reborn – Battle of the Bots Store/marketing art | Some images were created by DALL-E and further processed. | Teemetal Game Studio | - | Aug 22, 2026 | |
泯灭 In-game content art | Some photos and textures in the game are generated using AI technology. | Gameloop | - | Aug 22, 2026 | |
Video Game Store Simulator In-game content artcodetext | Generative AI tools were used during the development of this game to assist with programming, debugging, translation, and content creation. Some artwork, text, and other assets were also generated or processed with the assistance of generative AI, then reviewed and edited by the development team. The game does not use generative AI at runtime or generate content in response to player input. The development team remains responsible for all content included in the final game. | luuuuyang | - | Aug 22, 2026 | |
Keycap Co In-game content arttext | AI was used for help with minor assets and some copy. The AI content will get removed throughout the timeline of this game up until full release. | Pixel Galaxies s.r.o | - | Aug 22, 2026 | |
天衍 Store/marketing art | 部分商店素材包含AI生成元素 | TYstudio | - | Aug 22, 2026 | |
Close the Sky In-game content artaudio | Some pre-rendered assets in this game and its store presence were created with the assistance of generative AI tools: portions of the 2D artwork (such as backdrop and ramp textures, marketing and capsule images) and some sound effects. All AI-assisted assets were reviewed, selected, and edited by the developer before inclusion. The game's design, code, gameplay systems, writing, and balance are entirely human-made. No content is generated by AI at runtime. | Iron Trident Games | - | Aug 22, 2026 | |
Absolute Sol In-game content art | Some store, library, and marketing images were created with a generative image tool, then cropped and composited to Steam sizes. The playable game does not generate AI content at runtime. In-game planets, textures, and simulation are not live AI. | Absolute Sol | - | Aug 22, 2026 | |
Dwarven Outpost Incremental In-game content audioarttext | The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer. | WrappingUpGames | - | Aug 22, 2026 |