This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer.
- Creator
- DR Games
- Reviews
- -
- Added
- Sep 18, 2026
Public Steam disclosure research 25,394 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer.
This game was created with the assistance of AI tools in several areas of development. Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production. Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts. Programming: AI-assisted tools were used during development to help with coding and implementation. All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Some of the image and audio assets were created with the help of generative AI. All final design adjustments and processing were done by hand by the developer.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
AI used for graphics, translations, and sounds.
This game contains assets created with the assistance of generative tools. Every piece of delivered content has been manually reviewed and refined.
This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay.
Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use. All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game.
Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
AI was used mainly for localization and for drafting written content, which the developer reviewed and edited. No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas. There is no run-time AI in the shipped product - nothing is generated on the player's machine.
Store Logos and in Game sound assets AI generated.
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
Q-Rely uses locally running artificial intelligence to provide interactive AI-generated responses during use. The AI can generate text responses based on the user's input and, depending on the user's configuration, can also generate voice output using locally installed Text-to-Speech (TTS) engines. Generative AI was used during development to assist in creating the application's logo. The logo is a fixed visual asset and is not generated or modified by generative AI during use of the application. Q-Rely does not use generative AI to create the application's default character artwork, backgrounds, or other visual assets during use. The application's AI-generated content is primarily conversational text and, when voice output is enabled, synthesized speech. Q-Rely is designed to allow users to run AI models locally on their own computer. Users can select and install compatible AI models and configure the application's AI and voice settings according to their preferences.
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
Some icons, sounds and translations were created with AI.
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play. Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file. Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer. Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay.
This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay.
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music.
Our team uses generative AI tools to help develop some in game assets.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself. But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting. Everything I did not make myself is properly licensed and credited to the people who did.
Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
Some: posters, product photos on packaging, and songs were created or modified using AI.
The music was written with generative AI.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Pre-generated images and music
The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay.
We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running.
Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime.
Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction. Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer.
Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay.
This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background. All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements.
The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process.
Some pixel art, sound effects and music are AI-generated.
Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay.
This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay.
Generative AI tools were used to create some of the game's visual assets and audio.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dice Poker In-game content audioart | This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer. | DR Games | - | Sep 18, 2026 | |
YumeGirl In-game content artaudiocode | This game was created with the assistance of AI tools in several areas of development.
Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production.
Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts.
Programming: AI-assisted tools were used during development to help with coding and implementation.
All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process. | NotABear | - | Sep 18, 2026 | |
PowerPitch In-game content artaudiotext | Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials. | knighttimenow | - | Sep 18, 2026 | |
絶望ショッピング ZETSUBO SHOPPING In-game content artaudio | Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer. | ShintoWorks | - | Sep 18, 2026 | |
LOVE COMPANY: A Romance Escape In-game content artaudio | Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay. | jbdjgames | - | Sep 18, 2026 | |
Fox Clicker In-game content arttextaudio | AI used for graphics, translations, and sounds. | Kemonocept | - | Sep 18, 2026 | |
不完美奇迹 In-game content artaudiotextcode | This game contains assets created with the assistance of generative tools. Every piece of delivered content has been manually reviewed and refined. | 天灵zp | - | Sep 18, 2026 | |
Fantasia Sango In-game content artaudiotextcode | This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay. | YOU SHUAI | - | Sep 18, 2026 | |
Ping Pong Attack: Return of the Pong In-game content audioart | Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use.
All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game. | Tedesen Games | - | Sep 18, 2026 | |
Code Grid In-game content artaudiotext | Some visual assets and all story voice-over audio in this game were generated using AI tools, then curated and edited by the developer. Some store page and marketing assets were also AI-assisted. | NanQi | - | Sep 18, 2026 | |
Lordum Bizi Kurtar! In-game content artaudio | Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay. | Ahmet Cenk Arslan | - | Sep 18, 2026 | |
Overdepth In-game content textartaudio | AI was used mainly for localization and for drafting written content, which the developer reviewed and edited.
No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas.
There is no run-time AI in the shipped product - nothing is generated on the player's machine. | Artur Matsuk | - | Sep 18, 2026 | |
Scrapyard Survivors In-game content artaudio | Store Logos and in Game sound assets AI generated. | Panimu | - | Sep 18, 2026 | |
Lost Gaijin Live AI artaudiotext | Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs. | Ten Turtle Games | - | Sep 18, 2026 | |
Q-Rely: AI Friend Live AI arttextaudio | Q-Rely uses locally running artificial intelligence to provide interactive AI-generated responses during use. The AI can generate text responses based on the user's input and, depending on the user's configuration, can also generate voice output using locally installed Text-to-Speech (TTS) engines.
Generative AI was used during development to assist in creating the application's logo. The logo is a fixed visual asset and is not generated or modified by generative AI during use of the application.
Q-Rely does not use generative AI to create the application's default character artwork, backgrounds, or other visual assets during use. The application's AI-generated content is primarily conversational text and, when voice output is enabled, synthesized speech.
Q-Rely is designed to allow users to run AI models locally on their own computer. Users can select and install compatible AI models and configure the application's AI and voice settings according to their preferences. | Q-RI PRODUCTIONS | - | Sep 18, 2026 | |
Tokyo Canvas In-game content audioart | Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service. | kiarina | - | Sep 18, 2026 | |
Atomic Hockey In-game content artaudiotext | Some icons, sounds and translations were created with AI. | Purple Dragon Studios | - | Sep 18, 2026 | |
Tessera In-game content artaudio | Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build. | Peace War Found | - | Sep 18, 2026 | |
War of the Watchers In-game content audioart | War of the Watchers uses generative AI in two places. Both are pre-generated before release and ship as fixed files; nothing is generated while you play.
Character dialogue is voiced using AI text-to-speech. Every line was written by the developer, and the tool performs those written lines. Each take is recorded before release and ships as an audio file.
Some promotional artwork, including the key art and store capsules, was produced with AI image tools and then edited by the developer.
Game code, level design and all in-game visuals are hand-authored. No content is generated during gameplay. | Crown & Cross Studios | - | Sep 18, 2026 | |
Card Harts Reborn In-game content artaudio | This game and its store page use generative AI-assisted content, including artwork, music, sound, and other creative assets. Assets are created or assisted with AI tools, then curated and implemented by the developer. No live AI-generated player content is used during gameplay. | William VanDyke | - | Sep 18, 2026 | |
Hasta Agotar Existencias In-game content artaudio | Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play. | Black and Bald Cats Studios | - | Sep 18, 2026 | |
Greedings In-game content artaudio | Since we, as developers, have no artistic design skills, artificial intelligence was used to create this game’s visual elements and music. | FatCatS | - | Sep 18, 2026 | |
1vs1 In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in game assets. | 1vs1 Develops | - | Sep 18, 2026 | |
MOGGED: Looksmaxx or Die In-game content artaudio | I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did. | Sigma Labs | - | Sep 18, 2026 | |
Intercept Line In-game content artaudio | Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer. | Kinato | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Sticks and Stones Store/marketing artaudio | Some: posters, product photos on packaging, and songs were created or modified using AI. | DiveDev | - | Sep 17, 2026 | |
Rogue's Climb In-game content audio | The music was written with generative AI. | Nestwell Studio LLC | - | Sep 17, 2026 | |
Deathmarch Titans In-game content artaudiocode | AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests. | DM Studios | - | Sep 17, 2026 | |
Паучок сторожит уголок In-game content artaudio | Pre-generated images and music | NVG Games | - | Sep 17, 2026 | |
CodeX Protocol In-game content textaudio | The game had used AI tools for localization and dialogue voice lines. The game does not use any generative AI or any sort of AI during gameplay. | CodingKraft | - | Sep 17, 2026 | |
Cast & Click In-game content artaudiotext | We use generative AI to support the creation of promotional materials, translations, selected artwork, music, and sound effects. These tools help bring our ideas to life, while the game’s creative direction and final decisions will always remain in human hands. | LOG51 | - | Sep 17, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
SALVOR ADRIFT In-game content audiotext | Designed and directed by one person. Every ship, station and planet is rendered in code, with no AI images. The soundtrack was made with Suno, an AI music tool, directed by the developer, and ships as fixed audio files. The story comes from the developer. AI helped turn it into text, tidy it up and translate the store page, like a very overqualified spell check. Nothing is generated by AI while you play. | Undock | - | Sep 16, 2026 | |
Arcane Library In-game content artaudio | Generative AI tools were used during development to assist in creating some pre-generated visual assets and background music. All AI-assisted content was reviewed and selected by the development team before being included in the game. Arcane Library does not generate AI content during gameplay and does not connect to external AI services while running. | DDUCKD4K | - | Sep 16, 2026 | |
Capivara Companion In-game content artaudiotext | Art assets (backgrounds, capybara and object sprites, capsules, icon), the store trailer footage, sound effects, ambience and music were generated with AI tools (image and video generation, PixelLab, ElevenLabs) from the developer's own references and direction, then cropped, scaled, palette-snapped and composed by hand-written code. The translations of the game and store texts into languages other than Portuguese and English were produced with AI and reviewed by the developer. All code, game design, writing and the original Portuguese and English texts are human-made. The game does not generate any content at runtime. | Dotsmith | - | Sep 16, 2026 | |
Seasonal Reset: Halloween Edition In-game content audioart | Pre-generated AI tools were used during development to assist in creating an original instrumental Halloween background music track and certain marketing artwork. The game does not generate AI content while running. | Budder Technology LLC | - | Sep 16, 2026 | |
Play Pocket Manager In-game content artaudiocode | Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player. | Buckminster Interactive | - | Sep 16, 2026 | |
Mane, Tekel, Fares In-game content audioart | We used AI for composing music themes for the game, as well as for some graphic elements, like for example the trailer. | Insiters Juliusz Peta | - | Sep 16, 2026 | |
ForgeTax In-game content artaudio | Generative AI was used to assist in the creation of selected Steam store promotional images, certain audio assets, and a limited number of 3D assets. No live-generated AI is used during gameplay. | GraveYardDev | - | Sep 16, 2026 | |
Thumb Hiker In-game content artaudiocode | This game began with my idea, brought to life over many weeks using generative AI to create its code, artwork, audio, and promotional materials. These tools made it possible for me to build the game without a programming background.
All AI-generated content was created during development. The game does not generate AI content while you build towards your achievements. | Sandbox Vibes | - | Sep 16, 2026 | |
The Therapist In-game content artaudiocode | The Therapist was developed with the assistance of generative AI tools. AI was used to assist with programming and to generate certain visual and audio assets included in the game. The game's core concept, narrative direction, game design, mechanics, and creative direction were conceived and developed by the game's creator. AI-generated assets were selected, edited, integrated, and directed as part of the game's overall creative process. | Restless, LLC | - | Sep 16, 2026 | |
I Only Moved My Mouse In-game content artaudio | Some pixel art, sound effects and music are AI-generated. | Missroot | - | Sep 16, 2026 | |
TWENTY+ In-game content artaudiotext | Generative AI was used during development for some card artwork, textures, sound effects, text, and translations. These are fixed, pre-generated assets. No generative AI runs during gameplay. | rpaka-farm | - | Sep 16, 2026 | |
超エキサイトボール In-game content artaudio | This game uses generative AI in the creation of some 3D objects and some background music. These contents were generated and edited during development, and no content is generated by generative AI in real time during gameplay. | ARAKI | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Three Kingdoms: Blood Battle Mahjong In-game content arttextaudio | Generative AI tools were used extensively during the development of this game. Some artwork, UI assets, written content, character voices, and localization were created with the assistance of generative AI and were subsequently selected, edited, integrated, and reviewed by the developer. All AI-generated content was created in advance during development; no AI content is generated live during gameplay. | Three Kingdoms Mahjong Team | - | Sep 16, 2026 | |
Clickore Station In-game content artaudio | Generative AI tools were used to create some of the game's visual assets and audio. | Ludikatt | - | Sep 16, 2026 | |
Science Monster: Grafted Heart In-game content artaudiotext | This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay. | JIELIN | - | Sep 16, 2026 | |
Maze of Thorns In-game content artaudiotext | Generative AI tools were used to create photographic source images that were then painted over and edited in Photoshop for the game’s artwork, and to create the game’s background music. Generative AI also assisted with portions of the game’s written text and localization and with drafting and editing Steam store-page copy. All AI-assisted material was reviewed and incorporated into the final work by the developer. No content is generated during gameplay. | Fire Maple Games | - | Sep 16, 2026 |