Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer.
- Creator
- BEAGBOI GAMES
- Reviews
- -
- Added
- Jun 26, 2026
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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.
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Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
The story, code, mechanics, and every design decision of The Laws of Probability are entirely my own. The music was generated with AI tools based on my direction, and the backgrounds were AI-rendered from my hand-drawn sketches. Using this technology allowed me to bring the project's original vision to life and deliver a complete experience. I am sharing this openly because I respect your right to know.
This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects. Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page. The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input.
AI tools are used to generate backgrounds, props, music and voices. The writing, however, is entirely done by a human person (yours truly).
Character and background images were modified from AI-generated imagery. The vast majority of the in-game music was created using AI tools to remix original-made tracks or add vocals. Some musical tracks were generated entirely by AI.
All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation.
During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content: - Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually. - Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events. - Menu Background: The main menu background visual was created with AI video generation tools (Runway). All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
Some of this game's assets were created with the assistance of generative AI tools. Character, enemy, and background artwork was created using Stable Diffusion and then manually edited and retouched by the developer. Background music and the ending theme songs were generated using ACE-Step v1.5. All AI-assisted assets were reviewed and curated by the developer. No content is generated by AI during gameplay.
Pre-Generated AI Content Disclosure: In the development of Stellar Stranded, generative AI tools were used to assist with asset creation in the following areas: 1. Audio/Voiceovers: Generative AI tools were utilized to create or assist in the production of voice lines and character dialogue. All final audio assets have been pre-rendered and vetted to ensure quality and compliance. 2. Visual Textures: Select environmental and surface textures within the game were generated or enhanced using AI-driven imagery tools to assist with look-development and texture mapping. All AI-generated content used in this project has been fully pre-rendered during development, reviewed for originality, and contains no live or real-time generation during gameplay.
Unit sprites and game sound tracks were generated using AI.
This game uses AI for some of its assets, music, and translation.
Generative AI was used for some marketing visuals, evidence assets, and music. All other content including scripts, character sprites, and game development was created by the developer.
AI is only used for generating part of art and audio resources, as well as multilingual translation.
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
Sounds,Image, music, cover
CutBench is a local video tool whose core feature runs bundled, pre-trained AI models entirely on-device: they analyze the user's own locally recorded gameplay footage (visual scene understanding, speech transcription, audio event detection) and generate short text for each clip - titles, captions, and hashtags. All processing happens locally on the user's GPU; no third-party AI service is contacted and no user content is uploaded. Some store page artwork (capsules, hero, and library images) was created with the assistance of generative AI image tools and was manually reviewed and edited; screenshots are real captures of the application.
Some audio assets in the game were created with the assistance of AI tools and have been further modified, refined, and integrated by the developer.
game cover and menu music .only
Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product.
LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support. Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page. The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play.
Contains AI-generated music and audio heard on the game radio.
Generative AI tools were used during development to assist with visual assets, concept art, icons, textures, voice/audio content, and some marketing materials. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page.
1. Cover art is created in Unreal Engine and photoshop, and has a detail pass on top of it by AI. 2. Localisation on the steam page is translated by AI. 3. Music is generated by AI.
This game uses generative AI-assisted tools to create some pre-generated content, including character art, enemy art, scene backgrounds, UI icons, visual references for effects, store-page promotional artwork, and selected game sound effects. These assets are manually reviewed, edited, integrated, and tested before release. The game does not generate new AI content in real time based on player input, and it does not use generative AI for live player conversations or live content creation during gameplay.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game.
AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer.
trailer is generated with ai some objects is generated with ai character rendering generated by ai cutscene generated by ai voice and music generated by ai
Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
AI generated art, models, sounds, music, localizations.
We utilize only Google AI Studio text-to-speech models during development to pre-generate voice acting files for regional localization. All generated audio files are post-processed, mixed, and hardcoded into the game build using standard engine tools before distribution. No assets infringe on existing copyrights.
Some music, icons, and promotional artwork were created using generative AI.
This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards.
The music in the game is assisted by artificial intelligence
AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist.
Some music tracks in this game were created with the assistance of generative AI. The developer reviewed, edited, and selected all generated material before including it in the final product. No gameplay content, code, or player interactions are generated by AI
Some Music assets were created with the help of AI tools.
Some of the image assets in Panda vs Meow are created using generative AI tools and then manually edited and refined. Some of the music and sound effects are also AI-generated. Part of the game's code was written with AI assistance and reviewed by a human developer.
This game uses pre-generated AI content in the following areas of its production: - Character artwork (comic-style panels) - Background and environment artwork - FMV/cutscene videos - Music and ambient audio - Story dialogue text (developer-edited with AI assistance) All AI tools used are commercially licensed for use in this type of product. As the sole developer (Karayel / Yunus Emre Bas), I confirm that I hold the rights to use these AI-generated outputs and they do not infringe on any third-party intellectual property. The final selection, integration, narrative direction, and quality control were all performed by the developer.
The artwork (character art, backgrounds, and event illustrations), music, and the opening video in this game were created with the assistance of generative AI tools. All AI-assisted content is pre-generated during development — not generated live during gameplay — and was reviewed, edited, and arranged by the developer. We have taken care to ensure these outputs do not infringe existing copyrights and contain no illegal content.
[Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay.
The work performed by artificial intelligence (AI) in creating the game concerns only the music and images, including store page and library images. AI was used to create all the music in the game; you can listen to some of it in the videos on the store page. The videos use the game's music. AI was also used as an image generator during the game's development. The resulting images were used for the background scenery and to create textures and geometric shapes (the 3D shape is obtained from the image). Almost all of the game's textures were created from AI generated images. The three dimensional geometric models were created using a group of traditional software; these software used AI generated images as their "source data". In practice, many 3D objects you see in the game, such as all the bees and all the flowers, are a three dimensional reconstruction of objects drawn over multiple images by AI. The AI used is that provided by the major industries in the field. All 3D modeling software is the intellectual property of the game's author.
This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
Some art assets and music pieces are created with AI tools, followed by manual editing and secondary creative refinement.
Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images).
SonderSoft uses generative AI for localization to make games accessible to more players worldwide. This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Maul Tactics In-game content artaudio | Some of the art and music in Maul Tactics were created with the help of AI tools and refined by the developer. | BEAGBOI GAMES | - | Jun 26, 2026 | |
CivilBrawling In-game content arttextaudio | This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime. | XM | - | Jun 26, 2026 | |
The Laws of Probability In-game content audioart | The story, code, mechanics, and every design decision of The Laws of Probability are entirely my own. The music was generated with AI tools based on my direction, and the backgrounds were AI-rendered from my hand-drawn sketches. Using this technology allowed me to bring the project's original vision to life and deliver a complete experience. I am sharing this openly because I respect your right to know. | Unspoken | 17 | Jun 16, 2026 | |
検索探偵パテ太郎 In-game content artaudio | This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects.
Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page.
The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input. | Torasute | - | Jun 16, 2026 | |
In the Hot Seat In-game content artaudiotext | AI tools are used to generate backgrounds, props, music and voices.
The writing, however, is entirely done by a human person (yours truly). | Sanuk Games | - | Jun 16, 2026 | |
孤岛的动物园 In-game content artaudio | Character and background images were modified from AI-generated imagery.
The vast majority of the in-game music was created using AI tools to remix original-made tracks or add vocals.
Some musical tracks were generated entirely by AI. | HO Lab+Studio | - | Jun 16, 2026 | |
Maximilien In-game content artaudio | All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation. | Yohan Dupuy | - | Jun 16, 2026 | |
Plunder Bay In-game content artaudio | During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions. | MustDev | - | Jun 16, 2026 | |
Suits of Fantasia In-game content artaudio | Some of this game's assets were created with the assistance of generative AI tools. Character, enemy, and background artwork was created using Stable Diffusion and then manually edited and retouched by the developer. Background music and the ending theme songs were generated using ACE-Step v1.5. All AI-assisted assets were reviewed and curated by the developer. No content is generated by AI during gameplay. | kero | - | Jun 16, 2026 | |
Stellar Stranded In-game content audioart | Pre-Generated AI Content Disclosure:
In the development of Stellar Stranded, generative AI tools were used to assist with asset creation in the following areas:
1. Audio/Voiceovers: Generative AI tools were utilized to create or assist in the production of voice lines and character dialogue. All final audio assets have been pre-rendered and vetted to ensure quality and compliance.
2. Visual Textures: Select environmental and surface textures within the game were generated or enhanced using AI-driven imagery tools to assist with look-development and texture mapping.
All AI-generated content used in this project has been fully pre-rendered during development, reviewed for originality, and contains no live or real-time generation during gameplay. | Dayless Games | - | Jun 16, 2026 | |
Tile Conquest In-game content artaudio | Unit sprites and game sound tracks were generated using AI. | Jectvisor Games | - | Jun 16, 2026 | |
Night of Seven Dreams In-game content artaudiotext | This game uses AI for some of its assets, music, and translation. | Libin Xu | - | Jun 16, 2026 | |
Aaron Drake: Ace Detective Store/marketing artaudio | Generative AI was used for some marketing visuals, evidence assets, and music. All other content including scripts, character sprites, and game development was created by the developer. | Fullmetal Typist | - | Jun 16, 2026 | |
群雄战歌:妖火纪元 In-game content artaudiotext | AI is only used for generating part of art and audio resources, as well as multilingual translation. | LI BO | - | Jun 16, 2026 | |
The Art Keeper In-game content artaudiotextcode | Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer. | Faded Canvas Studio | - | Jun 16, 2026 | |
SU8WAY audioart | Sounds,Image, music, cover | SIENTURE | - | Jun 15, 2026 | |
CutBench In-game content arttextaudio | CutBench is a local video tool whose core feature runs bundled, pre-trained AI models entirely on-device: they analyze the user's own locally recorded gameplay footage (visual scene understanding, speech transcription, audio event detection) and generate short text for each clip - titles, captions, and hashtags. All processing happens locally on the user's GPU; no third-party AI service is contacted and no user content is uploaded. Some store page artwork (capsules, hero, and library images) was created with the assistance of generative AI image tools and was manually reviewed and edited; screenshots are real captures of the application. | CutBench | - | Jun 15, 2026 | |
Project RAZE: Fall of Terra In-game content audio | Some audio assets in the game were created with the assistance of AI tools and have been further modified, refined, and integrated by the developer. | FearForge Studios | - | Jun 15, 2026 | |
STATE Z In-game content audio | game cover and menu music .only | TEDLANDGAMES STUDIO | - | Jun 15, 2026 | |
Lost Below In-game content audioart | Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product. | KPAP | - | Jun 15, 2026 | |
LAST RITE TD In-game content artaudiotext | LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support.
Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page.
The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play. | Kalvorq | - | Jun 15, 2026 | |
Mic Simulator In-game content audio | Contains AI-generated music and audio heard on the game radio. | Almost Nice Games | - | Jun 15, 2026 | |
My Mom Says I’m Fine In-game content artaudio | Generative AI tools were used during development to assist with visual assets, concept art, icons, textures, voice/audio content, and some marketing materials. All AI-assisted content is reviewed and edited by the developer before being included in the game or store page. | Happy Games Interactive | - | Jun 15, 2026 | |
Meteor Rush In-game content arttextaudio | 1. Cover art is created in Unreal Engine and photoshop, and has a detail pass on top of it by AI.
2. Localisation on the steam page is translated by AI.
3. Music is generated by AI. | Outpost Games | - | Jun 15, 2026 | |
玄戒修仙路:桃花天命 In-game content artaudio | This game uses generative AI-assisted tools to create some pre-generated content, including character art, enemy art, scene backgrounds, UI icons, visual references for effects, store-page promotional artwork, and selected game sound effects. These assets are manually reviewed, edited, integrated, and tested before release.
The game does not generate new AI content in real time based on player input, and it does not use generative AI for live player conversations or live content creation during gameplay. | FunPlaceGame | - | Jun 15, 2026 | |
SLAMTOWN - Brawl Together In-game content artaudiocode | This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision. | Pair of Pixels | - | Jun 15, 2026 | |
INKURSION In-game content audioarttext | Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game. | Leo Fernandez-Arias | - | Jun 15, 2026 | |
Chop Loop In-game content artaudio | AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer. | Lebleby Games | - | Jun 15, 2026 | |
NomNom Treasure Hunt In-game content artaudiotext | trailer is generated with ai
some objects is generated with ai
character rendering generated by ai
cutscene generated by ai
voice and music generated by ai | nomnomstudio | - | Jun 15, 2026 | |
Hold It In In-game content audio | Some of the background music in Hold It In comes from a commercially-licensed third-party music pack bought from itch.io ("Hell Metal Songs" by thc555) that was created with AI-assisted music tools. All other audio (voice, sound effects), all art, and all game code were created without generative AI. No AI-generated content is created live during gameplay. | Timothy Graham | - | Jun 15, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
Desktop Hellfarmer In-game content artaudiotext | AI generated art, models, sounds, music, localizations. | Fesunenko Games | - | Jun 14, 2026 | |
Rustborn - Outland Threat In-game content audio | We utilize only Google AI Studio text-to-speech models during development to pre-generate voice acting files for regional localization. All generated audio files are post-processed, mixed, and hardcoded into the game build using standard engine tools before distribution. No assets infringe on existing copyrights. | Nexus Arcane GameStudio | - | Jun 14, 2026 | |
Core Override In-game content artaudio | Some music, icons, and promotional artwork were created using generative AI. | null game studio | - | Jun 14, 2026 | |
Know Lychees / 来高州识荔枝 In-game content artaudiocode | This game utilizes generative AI technology during development. The game's program code, art assets (including characters, scenes, and props), as well as music/sound effects, were generated with the assistance of AI. Game design, project management, gameplay conception, overall development, testing, and debugging were all performed by a human developer. All AI-generated content has been manually curated, modified, and integrated to align with the game's cultural theme and quality standards. | Big & Curly Games | - | Jun 14, 2026 | |
时空·无界 ST UNLIMITED In-game content audio | The music in the game is assisted by artificial intelligence | SHIFISH | - | Jun 14, 2026 | |
Signs and Seasons In-game content artaudio | AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist. | Great Wall Studio | - | Jun 13, 2026 | |
Babo & Luda adventure In-game content audio | Some music tracks in this game were created with the assistance of generative AI. The developer reviewed, edited, and selected all generated material before including it in the final product. No gameplay content, code, or player interactions are generated by AI | Project Babo | - | Jun 13, 2026 | |
Slime Jamboree In-game content audio | Some Music assets were created with the help of AI tools. | Dincicode | - | Jun 13, 2026 | |
Panda vs Meow In-game content artaudiocode | Some of the image assets in Panda vs Meow are created using generative AI tools and then manually edited and refined. Some of the music and sound effects are also AI-generated. Part of the game's code was written with AI assistance and reviewed by a human developer. | Panda Koala Studio | - | Jun 13, 2026 | |
Half Dead: A Zombie Story Game In-game content artaudiotext | This game uses pre-generated AI content in the following areas of its production:
- Character artwork (comic-style panels)
- Background and environment artwork
- FMV/cutscene videos
- Music and ambient audio
- Story dialogue text (developer-edited with AI assistance)
All AI tools used are commercially licensed for use in this type of product. As the sole developer (Karayel / Yunus Emre Bas), I confirm that I hold the rights to use these AI-generated outputs and they do not infringe on any third-party intellectual property. The final selection, integration, narrative direction, and quality control were all performed by the developer. | Karayel Games | - | Jun 13, 2026 | |
Kairos: Until the Dawn Breaks In-game content artaudio | The artwork (character art, backgrounds, and event illustrations), music, and the opening video in this game were created with the assistance of generative AI tools. All AI-assisted content is pre-generated during development — not generated live during gameplay — and was reviewed, edited, and arranged by the developer. We have taken care to ensure these outputs do not infringe existing copyrights and contain no illegal content. | Mokomuku | - | Jun 13, 2026 | |
동방방위전 ~ AI Test in Touhou ~ In-game content artaudiocode | [Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay. | 식신공방 | 66 | Jun 13, 2026 | |
RED BEES In-game content artaudio | The work performed by artificial intelligence (AI)
in creating the game concerns only the music and images,
including store page and library images.
AI was used to create all the music in the game;
you can listen to some of it in the videos on the store page.
The videos use the game's music.
AI was also used as an image generator
during the game's development.
The resulting images were used for the background scenery and to
create textures and geometric shapes (the 3D shape is obtained from the image).
Almost all of the game's textures were created from AI generated images.
The three dimensional geometric models were created using a
group of traditional software; these software used AI generated images as their
"source data".
In practice, many 3D objects you see in the game, such as all the bees and
all the flowers, are a three dimensional reconstruction of objects
drawn over multiple images by AI.
The AI used is that provided by the major industries in the field.
All 3D modeling software is the intellectual property of the game's author. | Vox Mare | - | Jun 13, 2026 | |
BIBI DICE In-game content artaudio | This game uses generative AI-assisted tools for some pre-generated art and audio assets, including portions of Steam store artwork, character and background assets, the application icon, and some BGM / SFX. All assets are selected, edited, integrated, and tested by the developer. The game does not include live-generated AI content during gameplay, and players will not encounter dynamically generated AI text, images, audio, or other content. | 雷爪獅 | - | Jun 13, 2026 | |
삼국지 클래식 (Three Kingdoms Classic) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | SEEAT | 122 | Jun 13, 2026 | |
Find Cats 7 Art & Alchemy In-game content artaudio | Some art assets and music pieces are created with AI tools, followed by manual editing and secondary creative refinement. | Happy Fish | - | Jun 13, 2026 | |
Dynasty! In-game content audioarttext | Live Play by Play Commentary, 365 Weekly Podcast, and team logos/players/images utilize Elevenlabs (voice) and OpenAI (commentary/images). | newberry94005 | - | Jun 12, 2026 | |
SonderSoft Soccer In-game content audiotext | SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors. | SonderSoft | - | Jun 12, 2026 | |
Firefly Trials Dev only artaudiocodetext | We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team. | Team Mochi | - | Jun 12, 2026 |