Some of the image materials in this game are generated using AI, and the code is debugged with AI assistance. There is no real-time AI content and no infringement behavior.
- Creator
- IX Studio
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,394 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some of the image materials in this game are generated using AI, and the code is debugged with AI assistance. There is no real-time AI content and no infringement behavior.
Music used in the game is generated by AI. Writing code of the game was supported by AI.
Creative content utilises AI generation. Images, videos, music, code
This game uses Generative AI in two ways: 1. During Development (Pre-development): Approximately 75% of the game's code was written using AI (Godot GDScript), with the remaining 25% hand-written. Additionally, all of the game's soundtrack and some pixel art backgrounds (only the trees and red crystals) were created using AI. The rest of the artwork was entirely hand-drawn. 2.During Gameplay (Live-generated): The game features a "Card Fusion" mechanic that uses a local AI model (Stable Diffusion) running on the player's hardware to dynamically generate new card illustrations. A strict keyword filtering system is in place to prevent the generation of NSFW or inappropriate content.
Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance. All AI-assisted content was reviewed, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay and does not use generative AI systems at runtime. Original assets such as UI elements and pixel characters were created directly by the developer.
Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue. Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce.
This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds).
Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime.
Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI.
This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
During development, AI tools were utilized to assist in the creation and optimization of technical scripts and gameplay logic No images, textures, 3D models were generated using AI.
This game was developed with the assistance of generative AI tools for coding support and some visual asset creation. All content was reviewed and finalized by the developer. No generative AI is used during gameplay.
The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas: 2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements. Coding: Assistance in writing and optimizing scripts within the Godot engine. All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game.
Some icons and spell effects were assisted by AI tools during SVG code design.
AI Suno Music (Original tracklist by me) AI used as help, to coding some features in Unity
Some of the visual assets and code of NonSense were AI Generated.
The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality.
Some graphics assets, background music, and portions of the code were created with the assistance of AI-generation tools.
This AI code helper uses generative AI technology to assist developers in code generation, editing, and debugging. All generated content is for reference only, and users are responsible for compliance with relevant licenses and laws.
This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is.
This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player.
Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich.
AI tools are used to assist in development, including code, writing, art, and sound effects
Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game.
This game uses some AI-generated shaders, filters, and network-database management code. But everything else is human! #TeamHuman
The developer uses generative AI tools throughout the entire development process of this game. Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality. Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency. Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow. Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies.
This game uses generative AI tools during development to assist in the creation of certain visual assets and programming workflows. All AI-assisted content has been reviewed, edited, and approved by the developer to ensure compliance with Steam’s policies and quality standards.
Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI.
ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay.
The game utilizes generative AI tools to assist in the creative process. This includes generating assets such as 2D artwork/textures, 3D model concepts, coding scripts assistance, and background music/audio elements. All AI-generated content has been manually reviewed and edited by the developer to ensure it fits the game's artistic vision and standards.
The character portraits, certain 2D visual assets, and some of the underlying code in this game were created using generative AI tools as pre-generated content. These assets and scripts were manually reviewed, modified, and integrated by the developer to fit the game's style and mechanics. The game's narrative, core design, and choices are entirely human-created.
This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience. No content is generated by artificial intelligence in real time during gameplay.
AI tools are used to assist in the creation of certain marketing and promotional visuals. During development, AI tools may also be used as a programming assistant to help with code structure, refactoring, and problem-solving. All gameplay systems, mechanics, design decisions, and final implementation are created, reviewed, and validated by the developer. AI does not autonomously generate gameplay content or operate within the released product.
The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight.
Used for coding assistance and for generating textures for certain items.
Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality.
Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction.
This game was developed with the assistance of generative AI tools: - Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans - Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans - Game code and engine systems were developed with AI programming assistance All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency.
AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay.
Built by a solo developer using AI as a creative tool for coding, music composition, and production support.
AI assisted in coding and translation, with human verification.
Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images.
Generative AI tools were used during the development process for coding assistance and creating certain visual textures or artistic assets. All final assets have been reviewed and refined by the developer to ensure they align with the game's unique cyberpunk and steampunk art style.
The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated.
Generative AI was used to create the store page capsule images and marketing banners. All in-game vector graphics and code were created manually by the developer.
COALCOM was built by a solo developer with 20+ years in the power industry. Generative AI was used to write and iterate on game code — it's what made finishing a +10-year project idea finally possible. Some written content, including store page copy and the game manual, was drafted with AI assistance and refined by the developer. The game design, mechanics, domain expertise, and voice are entirely human. The visual assets were not AI-generated.
To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process: - Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually. - Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience. - Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability. All AI-assisted content in this game is pre-rendered and has been reviewed by the developer.
The program code for this game is AI-generated, the character designs are AI-generated, and the text dialogues have been polished/edited with AI.
AI-assisted tools were used extensively in the creation of this game’s assets.
Only code
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
推推矿工 Push & Crush In-game content artcode | Some of the image materials in this game are generated using AI, and the code is debugged with AI assistance. There is no real-time AI content and no infringement behavior. | IX Studio | - | Mar 18, 2026 | |
Neon Hole In-game content audiocode | Music used in the game is generated by AI.
Writing code of the game was supported by AI. | PerceptionEnchanter | - | Mar 18, 2026 | |
MetalQueens 〜轟姫〜 In-game content artaudiocode | Creative content utilises AI generation.
Images, videos, music, code | Muscle Industry | - | Mar 18, 2026 | |
Somnivium Live AI codeaudioart | This game uses Generative AI in two ways:
1. During Development (Pre-development): Approximately 75% of the game's code was written using AI (Godot GDScript), with the remaining 25% hand-written. Additionally, all of the game's soundtrack and some pixel art backgrounds (only the trees and red crystals) were created using AI. The rest of the artwork was entirely hand-drawn.
2.During Gameplay (Live-generated): The game features a "Card Fusion" mechanic that uses a local AI model (Stable Diffusion) running on the player's hardware to dynamically generate new card illustrations. A strict keyword filtering system is in place to prevent the generation of NSFW or inappropriate content. | Freeman | - | Mar 18, 2026 | |
Luna Hollow - Dream Eater Defense In-game content audioartcode | Some assets used during development were created with the assistance of AI tools, including background music, background images, character illustration support, and programming assistance.
All AI-assisted content was reviewed, edited, and integrated into the game by the developer.
The game does not generate AI content during gameplay and does not use generative AI systems at runtime.
Original assets such as UI elements and pixel characters were created directly by the developer. | CHARON | 29 | Mar 18, 2026 | |
Binded Souls Dev only codeart | Our core development is currently taking place in Unreal Engine 5.7. We are utilizing its full suite of tools, including the new AI features that assist us with Blueprint scripting and setting up cinematics in the Movie Render Queue.
Overall, we treat AI strictly as an assistive tool rather than relying on it to fully generate assets from scratch. Since our game is deeply rooted in folklore, it demands highly specific characteristics and a precise visual identity for the characters, which AI alone cannot accurately reproduce. | Cyrillic Digital | - | Mar 18, 2026 | |
Catvivors Store/marketing codeart | This game code was optimized with Claude Code (AI model). Trailer for the game was partly generated with AI (initial 7 seconds). | Yotta Content LTD | - | Mar 18, 2026 | |
Gloomvex In-game content arttextcode | Gloomvex was developed with the help of generative AI tools during production, including assistance with programming, text drafting, and the creation/iteration of certain visual assets. Localizations/translation drafts were also AI-assisted. All AI-assisted outputs are reviewed, edited, and finalized by the developer. The game does not use generative AI at runtime. | Bitareon Studio | - | Mar 18, 2026 | |
Dealer Bust! | Roguelike BlackJack In-game content artcode | Many of the assets and code in the game were created with the help of artificial intelligence. Since we don't have an artist, 95% of the visuals were created by AI. | Destina Games | - | Mar 18, 2026 | |
Crypt of the Shadow King In-game content artaudiocode | This game uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer. | James Zampa | - | Mar 18, 2026 | |
BrushCutter Dev only code | During development, AI tools were utilized to assist in the creation and optimization of technical scripts and gameplay logic
No images, textures, 3D models were generated using AI. | Dotix | - | Mar 18, 2026 | |
Loong Reversi In-game content artcode | This game was developed with the assistance of generative AI tools for coding support and some visual asset creation.
All content was reviewed and finalized by the developer.
No generative AI is used during gameplay. | Factory Digital Entertainment | - | Mar 18, 2026 | |
The Altar Boy Adventures In-game content artcode | The game utilizes pre-generated content created with the assistance of Artificial Intelligence (AI). As a solo developer, I used AI tools in the following areas:
2D Graphics: Generation and processing of backgrounds, character portraits (e.g., images of Saints in the notebook), and user interface elements.
Coding: Assistance in writing and optimizing scripts within the Godot engine.
All generated content has been manually verified, edited, and approved by the author to ensure consistency with the story and values presented in the game. | KsRybkaStudio | - | Mar 18, 2026 | |
Vespers Edge In-game content artcode | Some icons and spell effects were assisted by AI tools during SVG code design. | Twitchy Turtle | - | Mar 18, 2026 | |
Neo Retroad Dev only code | AI Suno Music (Original tracklist by me)
AI used as help, to coding some features in Unity | Ben C-3D Games | - | Mar 18, 2026 | |
NonSense In-game content artcode | Some of the visual assets and code of NonSense were AI Generated. | Amorosa Entertainment | - | Mar 18, 2026 | |
Persuasion Store/marketing codeart | The store graphic and some portions of the code scaffolding were supported by pregenerative and iterative processes. All content was reviewed and adapted to ensure originality and quality. | Dementia5 Games | - | Mar 18, 2026 | |
Limitless Survivors audiocode | Some graphics assets, background music, and portions of the code
were created with the assistance of AI-generation tools. | Tam Lab | 119 | Mar 18, 2026 | |
AI code helper Dev only code | This AI code helper uses generative AI technology to assist developers in code generation, editing, and debugging. All generated content is for reference only, and users are responsible for compliance with relevant licenses and laws. | Independent Developer | - | Mar 18, 2026 | |
Meet Claude In-game content textcodeartaudio | This game was made entirely with AI. The writing, code, art, music, and deployment were all created using generative AI tools — primarily Claude by Anthropic. That's not a disclaimer, it's the premise. Meet Claude is a satire about AI dependency, built with AI, by someone still figuring out where the line is. | Farniente Lab | 10 | Mar 18, 2026 | |
Black Box: Infinite Arsenal Live AI code | This game connects to an AI service during gameplay to dynamically generate weapon mechanisms and game scripts, providing a randomized and evolving experience for the player. | Meshy Game Studio | - | Mar 18, 2026 | |
Sitarane's Legacy In-game content artaudiotextcode | Everything is made with AI: graphics, sound, code, even this text. I'm hoping to be able to replace it with human art when i'm rich. | dreams | - | Mar 18, 2026 | |
Idle Realms: The Eternal Spire In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Realms | 20 | Mar 18, 2026 | |
Hold The Roost In-game content artaudiocode | Generative AI tools were used during development to assist in creating art, 3D models, music, and code. All AI-assisted content was manually reviewed and altered for optimization to align with the aesthetic and vision for the game. | Jody Hiatt | - | Mar 18, 2026 | |
Audio Adventurers In-game content artcode | This game uses some AI-generated shaders, filters, and network-database management code.
But everything else is human!
#TeamHuman | Nick Sibicky | - | Mar 18, 2026 | |
鬼島傳奇 In-game content arttextcode | The developer uses generative AI tools throughout the entire development process of this game.
Visual Arts: All character illustrations, card designs, backgrounds, and UI elements were generated using AI. The developer has manually reviewed and post-processed these assets to ensure artistic consistency and quality.
Code & Programming: The core game logic and systems were developed with the assistance of large language models (LLMs) to ensure stability and efficiency.
Script & Dialogue: All narrative content, world-building lore, and character dialogues were generated using AI and subsequently edited by the developer for narrative flow.
Commitment to Safety: > We ensure that the AI models and prompts used in development do not generate illegal or infringing content. All AI-generated assets have been thoroughly screened to comply with Steam's distribution policies. | 魔魔王 | - | Mar 18, 2026 | |
难蚌尖塔 In-game content artcode | This game uses generative AI tools during development to assist in the creation of certain visual assets and programming workflows. All AI-assisted content has been reviewed, edited, and approved by the developer to ensure compliance with Steam’s policies and quality standards. | JOYBOY | - | Mar 18, 2026 | |
Mithril & Mud Dev only code | Mithril & Mud uses AI-assisted development tools during the programming process. All game design, systems, and content decisions are made by the developer. No AI-generated content is presented to players during gameplay — all visuals and audio are created through procedural generation algorithms, not generative AI. | CampbellSoft Studios | - | Mar 18, 2026 | |
ASCII-RIFT In-game content audiocode | ASCII-RIFT was developed using generative AI tools as part of the creative process. Music tracks were created using Suno and curated by the developer. Programming and system design were developed with AI-assisted tools under the developer’s direction. No live AI-generated content is used during gameplay. | End of Line Club | - | Mar 18, 2026 | |
DNOWHERE In-game content artaudiocode | The game utilizes generative AI tools to assist in the creative process. This includes generating assets such as 2D artwork/textures, 3D model concepts, coding scripts assistance, and background music/audio elements. All AI-generated content has been manually reviewed and edited by the developer to ensure it fits the game's artistic vision and standards. | Matous Pilny | - | Mar 18, 2026 | |
THE WITCH'S GRIMOIRE In-game content artcode | The character portraits, certain 2D visual assets, and some of the underlying code in this game were created using generative AI tools as pre-generated content. These assets and scripts were manually reviewed, modified, and integrated by the developer to fit the game's style and mechanics. The game's narrative, core design, and choices are entirely human-created. | Ismail Mehdi Gunel | - | Mar 18, 2026 | |
Network Empire In-game content arttextcode | This game was developed with the help of generative artificial intelligence tools used during the development phase to assist in the creation of certain visual, technical, and content elements. All produced elements were selected, modified, and validated by the developer to ensure their consistency, quality, and integration into the final experience.
No content is generated by artificial intelligence in real time during gameplay. | Corsan | - | Mar 18, 2026 | |
Checkpoint 19 In-game content artcode | AI tools are used to assist in the creation of certain marketing and promotional visuals.
During development, AI tools may also be used as a programming assistant to help with code structure, refactoring, and problem-solving.
All gameplay systems, mechanics, design decisions, and final implementation are created, reviewed, and validated by the developer. AI does not autonomously generate gameplay content or operate within the released product. | Pyro Entertainment B.V | - | Mar 18, 2026 | |
Iron Legacy In-game content artcode | The game features assets and promotional imagery created with the assistance of generative AI, which served as a tool to enhance the production workflow; all such elements were subsequently hand-refined by the developer to ensure artistic consistency. This technology was also used to streamline the development of generic code components. Every aspect of the game’s design, mechanics, and final polish remains the result of human creative direction and manual oversight. | Static Fluid | - | Mar 18, 2026 | |
Seven Nights Ghost 2 In-game content artcode | Used for coding assistance and for generating textures for certain items. | TozukuGames | - | Mar 18, 2026 | |
Protocol:Chrono In-game content artcode | Development uses AI tools as coding assistants to optimize scripts and refactor systems. Some UI icons and graphic elements may have been generated or iterated with AI assistance, but all were manually reviewed and edited to ensure final quality. | SilverMoon Labs | - | Mar 18, 2026 | |
MechaCorps Draft In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in-game assets. All AI outputs were reviewed and curated by our team to meet our quality standards. No AI outputs are used to replace core gameplay design decisions or narrative direction. | MechaCorps Games | - | Mar 18, 2026 | |
Terminal Tales: An Interactive Fiction Anthology In-game content textartcode | This game was developed with the assistance of generative AI tools:
- Game narratives, dialogue, and descriptive text were written collaboratively with AI assistance and edited by humans
- Cover artwork was generated using AI image generation tools based on human-created prompts and edited by humans
- Game code and engine systems were developed with AI programming assistance
All AI-generated content was reviewed, edited, and curated by human developers to ensure quality and consistency. | NEWB GAMES, LLC | - | Mar 18, 2026 | |
Floaty Farm Dev only textcode | AI was used to assist with writing/editing text (I’m a non-native English speaker), as well as for calculations and development troubleshooting. No AI-generated art, audio, or in-game writing is included in the game, and the game does not generate AI content during gameplay. | Uzhuless | - | Mar 18, 2026 | |
Drink In-game content codeaudio | Built by a solo developer using AI as a creative tool for coding, music composition, and production support. | Sam Small | - | Mar 18, 2026 | |
The Book of Prosperity In-game content codetext | AI assisted in coding and translation, with human verification. | SingKeys | - | Mar 18, 2026 | |
Zombies Per Minute In-game content codeaudioart | Generative AI was used to help code the game, create music, create sound effects (including voice lines), and create marketing assets such as the capsule and other images. | Enzed Studio | - | Mar 18, 2026 | |
BLACK ART In-game content artcode | Generative AI tools were used during the development process for coding assistance and creating certain visual textures or artistic assets. All final assets have been reviewed and refined by the developer to ensure they align with the game's unique cyberpunk and steampunk art style. | Black Art Game Studio | - | Mar 18, 2026 | |
Zero To Hero Idle Dev only code | The development of Zero to Hero was assisted by Generative AI tools (Large Language Models). As a solo developer and non-programmer, I utilized AI to help write the game's source code, debug errors, extensive refactoring, and assist in designing mathematical progression systems. All AI-generated code and content were manually reviewed, tested, and refined to ensure a cohesive and fun gameplay experience. The game's core design, vision, and final polish are human-curated. | AlexBR | 14 | Mar 18, 2026 | |
DeadEndGram In-game content artcode | Generative AI was used to create the store page capsule images and marketing banners. All in-game vector graphics and code were created manually by the developer. | Michael Morgan | - | Mar 18, 2026 | |
COALCOM: Power Station Dev only codetext | COALCOM was built by a solo developer with 20+ years in the power industry. Generative AI was used to write and iterate on game code — it's what made finishing a +10-year project idea finally possible. Some written content, including store page copy and the game manual, was drafted with AI assistance and refined by the developer. The game design, mechanics, domain expertise, and voice are entirely human. The visual assets were not AI-generated. | Pedro Matos | - | Mar 18, 2026 | |
Velocide Overdrive In-game content artaudiocode | To ensure the best quality for Velocide Overdrive, generative AI was used as a supportive tool in the development process:
- Visual Assets: A very small number of icons and static images were initially generated using AI, then manually retouched and integrated. The vast majority of the game's visuals are procedurally generated via code or created manually.
- Audio: The soundtrack and effects are a blend of human creation and AI-assisted composition. Some AI-generated audio elements have been manually modified, mixed, and finalized by the developer to ensure they perfectly match the gameplay experience.
- Code & Testing: AI tools were utilized to assist with coding logic, debugging, and optimization to ensure game stability.
All AI-assisted content in this game is pre-rendered and has been reviewed by the developer. | NoxRift Games | - | Mar 18, 2026 | |
Midnight Food Truck In-game content codearttext | The program code for this game is AI-generated, the character designs are AI-generated, and the text dialogues have been polished/edited with AI. | eroAlucard | - | Mar 18, 2026 | |
Snowy Heaven In-game content artaudiotextcode | AI-assisted tools were used extensively in the creation of this game’s assets. | Reinfree | - | Mar 18, 2026 | |
Crossline Dev only code | Only code | Mor. Game Studio | - | Mar 18, 2026 |