AI Disclosure: Music is Generated at least for now.
- Creator
- Jake
- Reviews
- -
- Added
- Jul 22, 2026
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AI Disclosure: Music is Generated at least for now.
During development we used generative AI tools to create some content that ships in the game: - Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us. - Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion. - Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us. All AI-generated content was reviewed by a human before shipping. We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
The game's music soundtrack was created using generative AI tools. All other game content was created by the developer.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
Some Music is generated. Thats it :)
For the few voiceline that we used AI
Some visuals (backgrounds, characters, icons, interface) and sounds (music, effects) were created using generative AI tools, then selected and integrated by the developer. No generation happens in real time during play.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated. Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization.
The game includes pre-generated visual and audio assets created with the assistance of generative AI tools. These include character artwork, environmental backgrounds, music, and singing vocals. All lyrics were written entirely by the developer without the use of generative AI, while the music and vocals were created through a collaborative process involving human creative direction and generative AI tools. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer. The game does not generate content during gameplay and does not send player input to any AI service.
The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI.
This game was created with the assistance from Claude Code and elevenlabs for audio.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
AI tools were used to assist with pre-created text content: the localization of the game's UI text into 8 languages (reviewed by the developer) and the store page texts. All artwork, 3D models, animations and audio are human-made licensed assets; no AI-generated imagery or audio ships with the game. The game does not generate any AI content at runtime.
AI tools are used to assist in development, including code, writing, art, and sound effects
In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions. Program Code Generation: We use AI to create and optimize the programming code that implements the game’s features and systems. Sound Effect Generation: We use AI to generate sound effects used in the game.
VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play.
I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs. There are propaganda posters in the game made with the help of AI.
The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere.
Generative AI was used during development as a supporting tool for parts of the music, selected visual assets, some voice-over lines, portions of the code, and the editing or localization of selected text. The game's concept, design, story, and creative direction are the developer's original work. All AI-assisted content was reviewed and edited as needed by the developer. The game does not use generative AI or generate new AI content during gameplay.
部分过场视频、角色语音使用了生成式AI
Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited.
I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game. I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools. Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content. For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback.
Generative AI tools were used during development to create and manually refine some illustrations, store page artwork, and music tracks, as well as to assist with text preparation and localization. The game does not generate any AI content in real time.
Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses.
This game is primarily built with pre-generated AI-assisted content, including artwork, text, localization, music, video, and marketing materials. All AI-assisted content is reviewed, selected, and edited by the developer before being included in the game or store page. The game does not use live-generated AI during gameplay and does not connect to any external AI service while running.
Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
Our game uses pre-generated voice issues of the main character
AI was used to generate background images, music, and audio. Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key.
This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity. The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content.
The soundtrack was AI assisted.
Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release.
Some of the game’s visuals and sound effects have been created using artificial intelligence.
AI Generated Content Disclosure: "MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows: Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style. Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets. Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running.
Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay.
The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review. Some commissioned store and library artwork may include AI-generated elements.
Some background music was created using generative AI during development.
Audio: AI voice-generation tools, including ElevenLabs, were used to create character dialogue and narration tracks. Visual Elements: AI image-generation tools were used to create some background textures, props, and 2D image assets used in the game’s environments. All generated assets were personally reviewed, edited, and reworked by the developer to ensure that they align with the game’s setting and creative direction before being safely incorporated into the game.
This game includes AI-generated video, code, and voice acting.
In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game.
Music and sound effects were created using Suno
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
AI tools were used to create pre-rendered assets during development, including background illustrations, item images, some video cutscenes, and background music. All AI-generated content was curated, edited, and integrated by the developer. The game does not generate any content at runtime (no live-generated AI content).
Some of the visual and audio assets in Fifth Tier — such as artwork, logos, promotional images, and music — were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before release. The game does not generate any content in real time during gameplay; all such content is created in advance.
Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game.
Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play.
Some graphical assets (capsule images, etc.) and music tracks were created using AI generation tools. No AI generates content in real time during gameplay. All AI-generated materials were reviewed and selected by a human.
"AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team."
Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
OddSpawns In-game content audio | AI Disclosure: Music is Generated at least for now. | Jake | - | Jul 22, 2026 | |
Wuxing In-game content artaudiotext | During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP. | Breeze Fox Studios | - | Jul 22, 2026 | |
Heliodawn In-game content audio | The game's music soundtrack was created using generative AI tools. All other game content was created by the developer. | Civiem LLC | - | Jul 22, 2026 | |
ID88 In-game content artaudio | Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay. | Vayatika | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
Moloch Kombinat In-game content audio | For the few voiceline that we used AI | Prisma | - | Jul 21, 2026 | |
Bubble Anima In-game content artaudio | Some visuals (backgrounds, characters, icons, interface) and sounds (music, effects) were created using generative AI tools, then selected and integrated by the developer. No generation happens in real time during play. | BlaMacfly | - | Jul 20, 2026 | |
Sultans Revenge In-game content audioart | This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer. | Wagenlight Games | - | Jul 20, 2026 | |
Kaironia In-game content audioarttext | Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay. | Kaironia | - | Jul 20, 2026 | |
NEVER HAPPENED In-game content artaudiotext | The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated.
Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization. | SF Create | 11 | Jul 20, 2026 | |
While Shifu's Away: Senior Sister, I've Fallen for You! In-game content artaudiotext | The game includes pre-generated visual and audio assets created with the assistance of generative AI tools. These include character artwork, environmental backgrounds, music, and singing vocals. All lyrics were written entirely by the developer without the use of generative AI, while the music and vocals were created through a collaborative process involving human creative direction and generative AI tools. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer. The game does not generate content during gameplay and does not send player input to any AI service. | GDAN SOFT CO., LTD. | - | Jul 20, 2026 | |
Couch PVP Dev only audio | The development team was assisted by AI in writing and debugging code. Some sounds were also created using AI. | Homelaser | - | Jul 20, 2026 | |
Tailwind In-game content audiocode | This game was created with the assistance from Claude Code and elevenlabs for audio. | OneBrother | - | Jul 20, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
Blend In In-game content textartaudio | AI tools were used to assist with pre-created text content: the localization of the game's UI text into 8 languages (reviewed by the developer) and the store page texts. All artwork, 3D models, animations and audio are human-made licensed assets; no AI-generated imagery or audio ships with the game. The game does not generate any AI content at runtime. | Funcion84 | - | Jul 20, 2026 | |
Idle Fleet In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Jul 20, 2026 | |
MEKAKUSHI-SAN In-game content textcodeaudio | In-Game Text Creation and Translation: We use AI to create and translate text for in-game content and store descriptions.
Program Code Generation: We use AI to create and optimize the programming code that implements the game’s features and systems.
Sound Effect Generation: We use AI to generate sound effects used in the game. | nobisiko games | - | Jul 20, 2026 | |
VOIDWAVE In-game content artaudio | VOIDWAVE's game design, programming, and automation simulation are built by hand. Some visual assets — certain sprites, icons, and UI art — were created with the help of generative AI tools and hand-edited to fit the game's style, and the game's music is AI-generated. Sound effects use procedural synthesis (not AI). All gameplay, systems, and balancing are human-designed, and all content is finalized during development — nothing is AI-generated while you play. | DEV505 | - | Jul 20, 2026 | |
Radiant Ruins RTS In-game content audioart | I used AI for some of the voice acting in the game. The selected voice models were shared by their respective voice actors through ElevenLabs.
There are propaganda posters in the game made with the help of AI. | CoreMinimal Software | - | Jul 20, 2026 | |
Rising Moonshade In-game content audio | The narrator's voiceovers are generated with the assistance of AI technology to enhance the storytelling atmosphere. | Split Pupil Games | - | Jul 20, 2026 | |
Lancers Cup In-game content artaudiocodetext | Generative AI was used during development as a supporting tool for parts of the music, selected visual assets, some voice-over lines, portions of the code, and the editing or localization of selected text. The game's concept, design, story, and creative direction are the developer's original work. All AI-assisted content was reviewed and edited as needed by the developer. The game does not use generative AI or generate new AI content during gameplay. | Sanaryco Games | - | Jul 20, 2026 | |
容器 In-game content artaudio | 部分过场视频、角色语音使用了生成式AI | OJStudio | 105 | Jul 19, 2026 | |
The Heir: Steampunk Escape Room In-game content artaudio | Generative AI tools were used to create some 2D images and audio content. All generated content has been manually reviewed and edited. | Host Games | - | Jul 18, 2026 | |
群侠传:幸存者 In-game content artaudiocode | I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game.
I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools.
Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content.
For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback. | Nenly Studio | 600 | Jul 18, 2026 | |
Epoch Vault In-game content artaudiotext | Generative AI tools were used during development to create and manually refine some illustrations, store page artwork, and music tracks, as well as to assist with text preparation and localization. The game does not generate any AI content in real time. | Epoch Vault Studio | - | Jul 18, 2026 | |
Blame the Wind In-game content artaudio | Some 2D art assets are created with AI-assisted pixel-art tools. Some sound effects and music are generated with AI audio tools. All AI-generated assets are reviewed, curated, and edited by the developer. No AI-generated content depicts real people, and all assets are used in compliance with the respective tools' licenses. | Ædrift Studio | - | Jul 18, 2026 | |
The Broken Crown In-game content arttextaudio | This game is primarily built with pre-generated AI-assisted content, including artwork, text, localization, music, video, and marketing materials. All AI-assisted content is reviewed, selected, and edited by the developer before being included in the game or store page. The game does not use live-generated AI during gameplay and does not connect to any external AI service while running. | PiperFox | - | Jul 18, 2026 | |
Damage Shogi In-game content codeaudioart | Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Jul 18, 2026 | |
Farm Renovator: First Job In-game content audio | Our game uses pre-generated voice issues of the main character | MobilWay | - | Jul 18, 2026 | |
Battle Slop In-game content artaudio | AI was used to generate background images, music, and audio.
Converting player drawings into AI renderings is optional and requires the host to have a Gemini API key. | Good Enough Games | - | Jul 18, 2026 | |
Don't Go Duck In-game content artaudiotext | This game was developed based on the concept of creating a Steam game with AI and Unity. Some in-game 3D models, images/artwork, UI elements, sounds, text, and multilingual localization copy were generated or assisted by generative AI tools, then directly edited, arranged, implemented, and finalized by the developer in Unity.
The game does not generate new AI content in real time during gameplay. All AI-generated or AI-assisted elements were created, reviewed, and edited in advance before being included as part of the game content. | Bad_Melon | - | Jul 18, 2026 | |
DELVERS: Dragon's Hoard In-game content audio | The soundtrack was AI assisted. | Ilia Reingold | - | Jul 18, 2026 | |
LoveLine In-game content audiotextart | Generative AI was used during development to create certain music, assist with localization, and produce some icon assets. All AI-generated content included in the final game was reviewed, edited, and approved by the development team before release. | Bone-US | - | Jul 18, 2026 | |
Royal Farm In-game content artaudio | Some of the game’s visuals and sound effects have been created using artificial intelligence. | Ert Gaming Studio | - | Jul 18, 2026 | |
Malware Buster In-game content artaudio | AI Generated Content Disclosure:
"MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows:
Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style.
Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets.
Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running. | DevilCola | - | Jul 18, 2026 | |
HIRUN In-game content audio | Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay. | JumpyBambi | - | Jul 18, 2026 | |
Typo Royale In-game content audiotext | The announcer voice audio is generated using text-to-speech technology. The game's phrase pool was written with AI assistance and human review.
Some commissioned store and library artwork may include AI-generated elements. | House Matzke | - | Jul 18, 2026 | |
Tiny Toppings In-game content audio | Some background music was created using generative AI during development. | AVAPPSTUDIO | - | Jul 18, 2026 | |
From BELOW In-game content audioart | Audio: AI voice-generation tools, including ElevenLabs, were used to create character dialogue and narration tracks.
Visual Elements: AI image-generation tools were used to create some background textures, props, and 2D image assets used in the game’s environments.
All generated assets were personally reviewed, edited, and reworked by the developer to ensure that they align with the game’s setting and creative direction before being safely incorporated into the game. | Belowworks_studio | - | Jul 18, 2026 | |
酱湖恩仇录 In-game content artcodeaudio | This game includes AI-generated video, code, and voice acting. | 牛马工作室 | - | Jul 18, 2026 | |
EverRail In-game content audiotext | In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game. | Aesir Interactive | 339 | Jul 18, 2026 | |
Nebulae’s Memory In-game content audio | Music and sound effects were created using Suno | lughandpiv | - | Jul 18, 2026 | |
Emergency Call - The Firefighting Simulation 3 In-game content audio | During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period. | Crenetic GmbH Studios | 337 | Jul 17, 2026 | |
Dragon Hoard Keeper In-game content artaudio | AI tools were used to create pre-rendered assets during development, including background illustrations, item images, some video cutscenes, and background music. All AI-generated content was curated, edited, and integrated by the developer. The game does not generate any content at runtime (no live-generated AI content). | MidnightStudio | - | Jul 17, 2026 | |
Fifth Tier In-game content artaudio | Some of the visual and audio assets in Fifth Tier — such as artwork, logos, promotional images, and music — were created with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and curated by the developer before release. The game does not generate any content in real time during gameplay; all such content is created in advance. | HS GAMES | - | Jul 17, 2026 | |
Swordoria In-game content artaudiocode | Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game. | Lone Dragon Dev | - | Jul 17, 2026 | |
Line Tower Wars In-game content artaudio | Some pre-made assets (3D models, sound effects, portraits, and some textures) were created with generative AI tools and then curated and integrated by hand. Music is human-composed and licensed. No AI content is generated while you play. | Mithryl Labs LLC | - | Jul 17, 2026 | |
LiLM: Living language model In-game content artaudio | Some graphical assets (capsule images, etc.) and music tracks
were created using AI generation tools.
No AI generates content in real time during gameplay.
All AI-generated materials were reviewed and selected by a human. | Komeppy | - | Jul 17, 2026 | |
Horse Spirit Valley 2 In-game content artaudiocode | "AI tools were used to assist in creating levels, textures, code, music, and promotional artwork. All content is reviewed by the team." | Antique Box Studio | - | Jul 17, 2026 | |
Ashrun Survivors In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Nicholas Schmitz | - | Jul 17, 2026 |