Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
- Creator
- Levend Turgay
- Reviews
- -
- Added
- Oct 3, 2026
Public Steam disclosure research 25,376 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.
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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 portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand.
Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer.
The app itself is coded with AI tools and harnesses (primarily gpt-codex models and the OpenCode desktop application). The marketing visuals and trailer were all created with varying other models, the trailer was made with Opus 5.5. NONE of the wallpapers are AI generated. They are all creative commons images available free to anyone online, I simply took the time to collect and bundle them into the app for local use. Everything is done under complete human-in-the-loop from start to finish.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Generative AI tools were used during the development of MEAM Launcher and some of the included games. AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development. All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product. MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software.
Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Portions of the art and code in this game were generated by AI.
Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used. Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing. 3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work. Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists. Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above. What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play.
Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play.
Pre-generated: The game's code, the drawing code for its characters and scenery (all art is drawn by code at runtime, with no image files), and parts of the story text and store description were created with the help of an AI assistant, then reviewed, edited and directed by the developer. Live-generated: None. The game does not use AI to generate anything while it is being played.
Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play.
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service.
The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service.
Generative AI was used in supporting the generation of artwork, code, testing and marketing.
AI used for help with coding support and analysing the balancing.
Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text.
Some background images, 3D models, background music, and program used AI.
Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets.
Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI.
AI was used for code, art, and text translation.
Generative AI tools were used during development to assist with game localization and code generation.
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service.
During development, AI tools were used to assist with code generation, debugging, and drafting of game documentation. Voice callouts were generated using AI text-to-speech and processed with radio filters to simulate authentic ATC communications.
For 25 years, we dreamed of making this game together. Alpha Draconis's lore, world, creatures, and factions were all created long before generative AI existed. What we lacked was the time and resources to build it. Generative AI changed that: by using it to help write code and create 3D assets, we were finally able to speed up development enough to turn Alpha Draconis into a real, playable game.
Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay.
This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human.
Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it.
The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running.
This game uses generative AI to write code.
Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play.
Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications.
AI was used to help code some parts of the game and find bugs
AI used to assist in coding, scripting, and localization
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。 ・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI) ・3Dモデル:Tripo AI ・音楽:Tunee AI ・効果音:ElevenLabs ・シナリオの一部:Claude(Anthropic) ・プログラム:Claude Code(Anthropic) 遊んでいる間に、AIが新たに内容を作ることはありません。
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created.
Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DEPRECATED Dev only codetext | Some portion of this game's code is developed with the help of AI powered tools. Specially Language localization. No generative AI content is used. | Levend Turgay | - | Oct 3, 2026 | |
Podyezd In-game content artaudiotextcode | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | RavenS Software | - | Oct 3, 2026 | |
BrouHaHa Dev only code | Artificial intelligence was used only to assist with the code. The entire art style was created and drawn entirely by hand. | Porto Palma Studios | - | Oct 3, 2026 | |
PICKRIFT Dev only textcodeart | Generative AI was used as a development aid, for example for ideas, text, code assistance, and visual drafts. The game was reviewed, adjusted, and finalized by the developer. | NodeTen Games | - | Oct 3, 2026 | |
UltraWall Dev only codeart | The app itself is coded with AI tools and harnesses (primarily gpt-codex models and the OpenCode desktop application).
The marketing visuals and trailer were all created with varying other models, the trailer was made with Opus 5.5.
NONE of the wallpapers are AI generated. They are all creative commons images available free to anyone online, I simply took the time to collect and bundle them into the app for local use.
Everything is done under complete human-in-the-loop from start to finish. | https://www.thinkertankapps.com | - | Oct 3, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
MEAM Launcher In-game content artaudiotextcode | Generative AI tools were used during the development of MEAM Launcher and some of the included games.
AI-assisted and AI-generated content may include character and environment concepts, images, textures, 3D models, visual assets, music, sound effects, text, dialogue, code, and other development assets. AI tools were also used to assist with programming, prototyping, troubleshooting, game development, and general creative development.
All AI-generated or AI-assisted content was reviewed, selected, edited, implemented, and/or further developed by the developer before being included in the final product.
MEAM Launcher does not use generative AI to create content dynamically during gameplay. The AI usage described above relates to content and development work created before distribution of the software. | Mor10 Productions | - | Oct 2, 2026 | |
Bones will Fly: Tower Defense In-game content artcode | Most of the game's code and the Steam page artwork were made with the help of AI. The farm animal 3D models were made in Blender with the help of AI tools (Astra and Claude). The game does not generate any AI content while you play. | Nonna's Oven Games | - | Oct 2, 2026 | |
AURORA REQUIEM In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 1, 2026 | |
台球生存大师 Billiards Survival In-game content artcode | Portions of the art and code in this game were generated by AI. | 放马过去 | - | Oct 1, 2026 | |
Misty and the Last Breeze In-game content artaudiocodetext | Misty and the Last Breeze is a solo-developed game made with a lot of AI assistance. Here is how AI was used.
Code. The game is built in Godot. Most of the gameplay code, tooling and automated tests were written with AI coding assistants (Claude Code and Codex), working from my design direction, and reviewed, playtested and revised by me. Design decisions, level layouts, movement feel and what ships are mine; the assistants do much of the typing.
3D models and art. Many in-game models and textures were made in Blender through scripts written with AI assistance, often rebuilt from concept images. Some of those reference images were generated with AI image tools. Other visuals, such as shaders, UI and effects, are authored in code. Painting and key-art images in the game that began as AI-generated images are kept as AI-assisted work.
Music. Music is generated with Suno and then selected, arranged and edited by me. Ambience and sound effects are mostly synthesized in code (procedural audio) rather than sampled from other artists.
Mockups and planning. I use ChatGPT's image generation for mockups, mood boards, UI layouts and promotional concepts while planning. These are for exploring ideas; they are not meant to ship as finished art unless noted above.
What is not AI. The game itself has no runtime AI: every enemy, NPC, line of dialogue and level is fixed content that I designed and authored. Nothing is generated or adapted while you play. | Ilia Reingold | - | Oct 1, 2026 | |
Hardpack Rally In-game content codeart | Hardpack Rally is made by solo developer Andre Gomes with assistance from AI tools, including Claude, ChatGPT and Codex. These tools help write game code and scripts that create the cars and scenery. No AI generates content while you play. | Andre Gomes | - | Oct 1, 2026 | |
Nara and the Long Water In-game content arttextcode | Pre-generated: The game's code, the drawing code for its characters and scenery (all art is
drawn by code at runtime, with no image files), and parts of the story text and store
description were created with the help of an AI assistant, then reviewed, edited and
directed by the developer.
Live-generated: None. The game does not use AI to generate anything while it is being played. | Soon | - | Oct 1, 2026 | |
Howling Woods In-game content artaudiocode | Parts of Howling Woods were made with generative AI during development: its music and sound effects, its interface icons and store art, some of its set-piece models, and parts of its code. All of it was reviewed and reworked by hand, and nothing is generated while you play. | Clackety Rock LLC | - | Oct 1, 2026 | |
STICKSHOT: Comic War In-game content artaudiotextcode | Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing. | Millennial Game Dreams | - | Oct 1, 2026 | |
Jingi Tensei In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 1, 2026 | |
Portscape Dev only code | Generative AI tools were used during development to help with coding. All assets are 3d modeled or free to use assets. The game does not generate AI content or connect to an AI service. | Inner Core Studios | - | Oct 1, 2026 | |
Cartbonkers In-game content arttextcode | The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service. | PHABDEV | - | Oct 1, 2026 | |
OVERREACH 2126 Dev only artcode | Generative AI was used in supporting the generation of artwork, code, testing and marketing. | The Extremely Tiny Game Studio | - | Oct 1, 2026 | |
Roll In Dev only code | AI used for help with coding support and analysing the balancing. | AceBuffer | - | Oct 1, 2026 | |
GeomSurf Store/marketing textcode | Generative AI tools were used during development to assist with portions of programming and store-page text. All AI-assisted material was reviewed, edited, tested, and integrated by the developer. No generative AI is used during gameplay. | Geometry Serf | - | Oct 1, 2026 | |
Hero Football Manager In-game content codeartaudiotext | Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play. | Joseph Vu | - | Oct 1, 2026 | |
方寸小家 RoomFolk Dev only codetext | RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text. | Minumote Studio | - | Oct 1, 2026 | |
The Round-Card King In-game content artaudiocode | Some background images, 3D models, background music, and program used AI. | MistMillis | - | Oct 1, 2026 | |
The Last Theology In-game content codetext | Generative AI tools were used during development to assist with programming and some written/game content. All generated material was reviewed and integrated by the developer. The game does not generate AI content during gameplay. | WastedWaffle | - | Oct 1, 2026 | |
Tenshu: The Keep Must Hold In-game content artaudiocodetext | Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play. | 亞瑟先生 Mister Arthur Games | - | Oct 1, 2026 | |
Bannerborn In-game content artcode | Generative AI tools were used during development to assist with programming, debugging, and creating or refining some in-game assets. | Digital Mishappp | - | Oct 1, 2026 | |
Chain Card In-game content artaudiocodetext | Generative AI was used to assist in the development of this game. Approximately 60% of the code was generated or written with the assistance of AI; in-game imagery was created using generative AI, with a portion of the assets refined and post-processed manually; music was created using generative AI; and approximately 90% of the sound effects were generated or created with AI assistance. Except for Traditional Chinese, localization for all other languages was translated using AI. | 9667 | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
Zooccer In-game content artaudiotextcode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 1, 2026 | |
BrickAmp In-game content audioartcode | The current soundtrack and its album-cover artwork were generated with AI music and image tools and selected by the developer. I am looking to commission original music from human artists; if you make music and would like to hear your tracks in BrickAmp, get in touch at team@brickamp.com. Some level layouts and visual effects were drafted with AI-assisted coding tools and hand-reviewed. All of this content is pre-generated and ships with the game. Nothing is generated live during play, and the game does not connect to any AI service. | Anthony Sessa | - | Oct 1, 2026 | |
Radar Identified: Tower & Approach In-game content audiocode | During development, AI tools were used to assist with code generation, debugging, and drafting of game documentation. Voice callouts were generated using AI text-to-speech and processed with radio filters to simulate authentic ATC communications. | DLS | - | Oct 1, 2026 | |
Alpha Draconis In-game content codeart | For 25 years, we dreamed of making this game together. Alpha Draconis's lore, world, creatures, and factions were all created long before generative AI existed. What we lacked was the time and resources to build it. Generative AI changed that: by using it to help write code and create 3D assets, we were finally able to speed up development enough to turn Alpha Draconis into a real, playable game. | Menno Amoraal | - | Oct 1, 2026 | |
AETHERIA In-game content artaudiotextcode | Generative AI was used during development to create 3D models, music, sound effects, and promotional artwork, and to assist with localization, store-page text, and the implementation of game logic and code. This content and code are prepared during development. The game does not generate content or code using AI or connect to external AI services during gameplay. | P's Games | - | Oct 1, 2026 | |
Sutja In-game content artaudiocodetext | This game heavily utilizes AI in all parts of the game but final displayed results were all refined by human. | BlueBug | - | Oct 1, 2026 | |
Shark Bait In-game content artaudiotextcode | Shark Bait was made with AI assistance. AI assistants wrote the game's code, including the code that creates its 3D models, sound effects and music, so those were made by AI too. They also helped write the in-game text. The developer directed, played and reviewed all of it. | Fire Tornado Studio | - | Oct 1, 2026 | |
Bums Race Rats In-game content artaudiocode | The game's code, which procedurally generates all 3D models, textures, sound effects and music at runtime, was written with the help of an AI coding assistant, as were the store description, marketing images and trailer. No AI generation happens while the game is running. | RatMaxxing | - | Oct 1, 2026 | |
go Up Dev only code | This game uses generative AI to write code. | yee | - | Oct 1, 2026 | |
SpudFall In-game content artaudiotextcode | Spudfall's visuals and music are created entirely by the game's own code as you play. There are no image, sprite, or audio files. The developer used an AI assistant to help design and write that code, including the neon visual style and the synthesized soundtrack, and to draft the store page text. Trailers and screenshots show real gameplay. The game does not generate any content with AI while you play. | A Beautiful Potato | - | Oct 1, 2026 | |
Master Builders In-game content artcode | Master Builders was created through close collaboration between a human developer and AI tools: the concept, rules, balance, narrative, and every creative decision came from the developer, while AI assisted with coding and image production to the developer's exact specifications. | ZELVANIX | - | Oct 1, 2026 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | Oct 1, 2026 | |
Chess You In-game content codetext | AI used to assist in coding, scripting, and localization | Studio SoSeong | - | Oct 1, 2026 | |
Breath Of The Death Store/marketing artcode | The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game. | Ethernal Games Inc | - | Sep 30, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
ことづての庭 In-game content artaudiotextcode | 本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。
・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI)
・3Dモデル:Tripo AI
・音楽:Tunee AI
・効果音:ElevenLabs
・シナリオの一部:Claude(Anthropic)
・プログラム:Claude Code(Anthropic)
遊んでいる間に、AIが新たに内容を作ることはありません。 | notfolder | - | Sep 30, 2026 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
Oceans - Survival In-game content codeart | This game was made possible due to generative AI coding. It uses generative AI for the code base and procedural environmental generation but is limited to that. Models and music have been manually created. | Albin Renlund | - | Sep 30, 2026 | |
Zombie Last Stand In-game content textcode | Generative AI tools were used as development assistance for portions of the game’s code and player-facing text. All final content was reviewed, edited, integrated, and tested by the developer. The game does not use live-generated AI or connect to any AI service during gameplay. | under's studious | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 |