Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects. All generated assets were reviewed and edited by the development team.
- Creator
- Casual Ties Studio
- Reviews
- -
- Added
- Aug 29, 2026
Public Steam disclosure research 25,497 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.
Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects. All generated assets were reviewed and edited by the development team.
AI was used to write the code for the game, and for the sounds effect. Music and art was all done by a lovely, living human.
The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness.
This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay.
Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam. AI tools were also used for programming and development. There is no AI used in the gameplay - no content is dynamically generated.
Generative AI has been used to support the development of art direction and music style for this game.
Generative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the game’s background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services.
AI used to generate code, including code to procedurally generate graphics/sound. Artists using Suno marked "(Suno)" after artist name. AI used for localization.
ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay.
Translations, SFXs and some cutscenes are made with the help of AI
Generative AI tools were used to assist with some graphics and audio content.
Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis. In addition, the audio versions of dialogues are produced using AI-generated voices.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
The music in this game was created using generative AI Some of the text on this store page was written with AI assistance. Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models, then curated, edited, and integrated by the developer. Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer. No AI runs during gameplay.
The game uses ai-generated actor models and sounds.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
AI has been used to help with coding, asset generation and voice generation.
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
Generative AI tools were used during development to create certain visual and audio assets: - 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use. - Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
This game uses AI to assist in generating background music, art design, and multilingual translations.
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services.
In-game 3D props, audio sound effects, etc.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
The game's voiceover and logo were created using AI.
This game includes content created with the help of AI during development. Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer. 34 of the 66 sprites in the shipping build originate this way. UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing. The game does not generate any content with AI at runtime. Music is licensed from a purchased royalty-free library and involves no AI. Stage design is the developer's own work.
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game. Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
Coquí Crusader was made with AI-assisted tools under the developer's direction. The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer. Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization. No content is generated during gameplay, and the game never connects to any external AI service.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios. Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
All programming and game music (BGM) are generated by AI.
A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more.
AI was utilized for sound design.
The images and music are 100% AI generated but the story is 100% human generated.
This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running.
AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative. AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours. No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway. And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
KleptoMagia In-game content artaudio | Generative AI tools assisted with selected pre-generated UI artwork and sound/music effects.
All generated assets were reviewed and edited by the development team. | Casual Ties Studio | - | Aug 29, 2026 | |
Tankii In-game content codeaudio | AI was used to write the code for the game, and for the sounds effect.
Music and art was all done by a lovely, living human. | Sterling Long | - | Aug 29, 2026 | |
Reaper GoStop In-game content artaudiotextcode | The development of this game makes extensive use of generative AI. AI tools were used to help create the game's art and visual assets, sound and music, text and narrative, code, and localization. All AI-assisted content is reviewed by our team before release to ensure quality and appropriateness. | Beaver Studio | - | Aug 29, 2026 | |
DiceBeast In-game content artaudio | This game contains pre-generated images and music created using generative AI. No generative AI is used during gameplay. | MarchelloDev | - | Aug 29, 2026 | |
Cubersum In-game content audiocode | Generative AI was used to create of the music included in the game, as well as marketing and promotional materials for Steam.
AI tools were also used for programming and development.
There is no AI used in the gameplay - no content is dynamically generated. | Antinomic Sequence | - | Aug 29, 2026 | |
I.T.C.B - Interstellar Trade Compliance Bureau In-game content artaudio | Generative AI has been used to support the development of art direction and music style for this game. | Baseless Assumption Studio | - | Aug 29, 2026 | |
Play the Wor!d In-game content artaudio | Generative AI tools (OpenAI ChatGPT and Anthropic Claude) were used during development to help create or transform some visual assets and to assist in designing the procedural audio recipes used for the game’s background music and most sound effects. All AI-assisted materials were reviewed, selected, edited, and integrated by the developer, who made all final creative decisions. The game does not use generative AI during gameplay, and no player input or data is sent to AI services. | Sweet Turtles | - | Aug 29, 2026 | |
Lost Ball In-game content codeartaudiotext | AI used to generate code, including code to procedurally generate graphics/sound.
Artists using Suno marked "(Suno)" after artist name.
AI used for localization. | Knut Ryager | - | Aug 29, 2026 | |
ViewerFrenzy In-game content audioart | ViewerFrenzy includes pre-generated AI-assisted music and selected visual assets created during development. These assets are reviewed and curated by the development team before inclusion in the game. The game does not use generative AI to create content during gameplay. | OldManObserver | - | Aug 29, 2026 | |
Welcome Demon In-game content textaudio | Translations, SFXs and some cutscenes are made with the help of AI | NurRam | - | Aug 29, 2026 | |
SpaceDaram In-game content artaudio | Generative AI tools were used to assist with some graphics and audio content. | Happy Daram Inc. | - | Aug 29, 2026 | |
Overseas Wars In-game content artaudio | Currently, many illustrations have been enhanced by AI using our own artworks and 3D models as a basis.
In addition, the audio versions of dialogues are produced using AI-generated voices. | Studio 213 | - | Aug 29, 2026 | |
Agents! Please? In-game content textartaudio | The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping. | KIB Games | - | Aug 28, 2026 | |
Beneath Solmere In-game content audiotextart | Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay. | Matias Devoto | - | Aug 28, 2026 | |
Ear We Go In-game content audio | Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game. | Tripawzs | - | Aug 28, 2026 | |
Refund Me TD In-game content audiotext | The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time. | LoneDragonDev | - | Aug 28, 2026 | |
Road to Verdant In-game content artaudio | I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack. | Verdant Studio | - | Aug 28, 2026 | |
NEBULA BREAK In-game content artaudio | Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay. | AMANOGAWA GAMES | - | Aug 28, 2026 | |
Cocaine Smuggler In-game content artaudio | The game uses ai-generated actor models and sounds. | Raw Formula | - | Aug 28, 2026 | |
She'll Be Home Soon In-game content artaudiocode | AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing. | Ethan Clarke | - | Aug 28, 2026 | |
Kebab Shop Simulator Live AI arttextaudio | AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI | Clayton Games | - | Aug 28, 2026 | |
No Survivors In-game content artaudio | AI has been used to help with coding, asset generation and voice generation. | Sparky Games | - | Aug 28, 2026 | |
Codename: Operation Go In-game content artaudio | Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay. | Iteration Unit | - | Aug 28, 2026 | |
Gears Of Conquest In-game content artaudio | AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay. | Makroudata | - | Aug 28, 2026 | |
Meteor Spin In-game content artaudio | Generative AI tools were used during development to create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools. | Chemkaaa | - | Aug 28, 2026 | |
Hanzi Bird In-game content audioarttext | This game uses AI to assist in generating background music, art design, and multilingual translations. | FFSKYChocobo | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
Meridian Strike In-game content artaudio | Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services. | Fredrik Carleson | - | Aug 28, 2026 | |
Kennel Chaos In-game content artaudio | In-game 3D props, audio sound effects, etc. | Watashi Games | - | Aug 28, 2026 | |
EXAM WATCH! In-game content artaudio | Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay. | PRC Games | - | Aug 28, 2026 | |
911 Dispatcher: Unknown Caller In-game content audioart | The game's voiceover and logo were created using AI. | Room13Games | - | Aug 28, 2026 | |
PumpUp Fugu In-game content artaudio | This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work. | O-Planning | - | Aug 28, 2026 | |
The Symposium Dragon In-game content artaudiotext | This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools. | STUDIO MIL | - | Aug 28, 2026 | |
Coquí Crusader: Defenders of Borikén In-game content artaudiotext | Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service. | Yucayeque Games | - | Aug 28, 2026 | |
CRAGGFALL In-game content artcodeaudio | We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations. | SynthForm Studios | - | Aug 28, 2026 | |
Zombie-Like In-game content audiocode | Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA. | code_1s1k | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Nozile In-game content codeaudio | All programming and game music (BGM) are generated by AI. | Masanori Chida | - | Aug 28, 2026 | |
Heroes Guard: Starforge In-game content artaudiotext | A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback. | Under Byte Studios, LLC | - | Aug 28, 2026 | |
お洒落無限ループ!すごろくドリフター Unclear artaudiocode | This game uses generative AI in almost every aspect of its development, including programming, graphics, music, and more. | 合成結社五頭大威 | - | Aug 28, 2026 | |
Rior's Arena In-game content audio | AI was utilized for sound design. | Lanier Labs LLC | - | Aug 28, 2026 | |
She Sucked Me Once, and Dry In-game content artaudio | The images and music are 100% AI generated but the story is 100% human generated. | ProgenitorWorks | - | Aug 28, 2026 | |
市町村麻雀 In-game content artaudio | This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running. | storksquare | - | Aug 28, 2026 | |
JETGRAVE In-game content artaudio | AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/ | Losers And Nerds Party LLC | - | Aug 28, 2026 | |
Didgeridoo Man In-game content audiotext | Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI. | Studio Justin Braun | - | Aug 28, 2026 | |
Apoc Wilds In-game content artaudio | Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems. | Prime Wilds | - | Aug 28, 2026 | |
Sky Hopper In-game content artaudio | Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime. | Evermore Studio Games | - | Aug 28, 2026 | |
MOCAIRN In-game content textaudioart | Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime. | kotemoku | - | Aug 28, 2026 | |
Marry Anyone In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 28, 2026 | |
SPOTREP In-game content codeartaudio | AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines. | Kruger28 | - | Aug 28, 2026 |