Some logos, text, in-game translations, and character voices were created with AI assistance. All other gameplay content, including characters, animations, and code, is handcrafted.
- Creator
- Nerux Studio
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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.
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Some logos, text, in-game translations, and character voices were created with AI assistance. All other gameplay content, including characters, animations, and code, is handcrafted.
We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline. We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language
The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality.
Some promotional artwork was created by the developer or commissioned from artists, and later enhanced using AI-assisted tools before being edited and finalized by the developer. AI tools were also used to assist with localization and translation.
Used AI for spellchecking and text formatting; Used AI during code development for the purpose of suggesting code completion and generating code snippets;
In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game.
This game uses generative AI to assist us with game translations and the creation of the thumbnail.
This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc).
We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices.
Suno AI - Used for Music that is played in game Chat GPT - Used for the billboards shown in game
SUBDERMAL does not use generative AI during gameplay or while the game is running. No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build. What AI Is Not Used For • No real-time AI text generation • No real-time AI image or video generation • No real-time AI voice synthesis • No adaptive AI narrative systems • No AI-based player interaction or chat What AI Was Used During Development Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects. This development-phase AI usage does not affect gameplay and does not generate new content for players. The game also contains textures which were upscaled using AI, but were originally human-authored. Guardrails Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind.
AI was used to help create store page text and assets. It is not used in gameplay.
A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed. The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level!
I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI
Generative AI was used for game translation and code modifications, but not for any other aspects.
Code, text editing for style and mistakes, graphic concepts
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
I used AI to create the game logo and help write descriptions for store page.
AI was used for menu in game
Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control. We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement. For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages. No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team. We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use. Transparency and player trust are at the heart of our approach.
Al were used to assist with translating text into multiple languages.
This game includes an experiment about the perception of human-made and AI art in a multimedia context. To that purpose some of the graphic, music and text assets of the game are generated with the help of AI, while others are human-made. The player is asked at the end of the game to guess which parts were made by AI and which were not.
We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide.
We used AI to help write some of the code for the game, as well as to help generate some of the story beats and upgrade descriptions
I use AI to correct my English grammar.
use AI for Image 2D (icons, loading image) in-game & Translation (french to english and spanish) in-game and store page
Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience.
Used to create additional concept art which inspired our artists Used to help create an initial draft the narrative of the game. Used to create various code snippets and check the quality of the games code base.
Character Text Chat Feature
AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements. All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates.
AI tools were used during development for non-interactive assets: ChatGPT for translation support, Suno for music generation, and Hotpot.ai for some graphic assets. These assets are fixed and do not change during gameplay. No AI is used at runtime or for any user-generated content.
We are using LLM (Large Language Model) powered text translation tools both within the game and store page.
All the text in the game is based on AI written storylines. All translations other than Simplified Chinese are generated by AI.
Translation help, Audio voices
Sound tracks, text translation.
Some portions of the textual content in English, French, Russian, and German in this game were pre-generated using artificial intelligence. Additionally, some of the original concept art in the game was generated with the assistance of artificial intelligence. The AI-generated elements contain no illegal, prohibited, or infringing material and align with the representations shown in the game's marketing materials.
Our game utilizes AI in various aspects. Code: AI algorithms are applied to optimize the game's code, ensuring smoother gameplay and better performance. This includes improving character pathfinding and adjusting in-game parameters for an ideal difficulty level. Text: We use AI-driven natural language processing to assist in text-related tasks, like ensuring consistency and grammar in the in-game text for items, locations, and descriptions. Textures: AI, such as generative adversarial networks, helps in creating high-quality textures for different surfaces in the game, enhancing the visual appeal. Sound Effects: AI is used to analyze and manipulate sound effects, making them more realistic and in tune with in-game actions and events. Music: AI algorithms analyze musical styles to compose original music that sets the right mood for different game scenes.
Use of AI assistance while creating localizations.
ai was used to generate some texts inside the game
Translating from English to other langauges
As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages.
We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue.
We use AI to let our robots express themselves! If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings. What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time. This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves. Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access. We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay. What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game. All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here: 🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk
In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards.
Using AI for translation
AI used only for improving page capsule art and localizations
We use the AI service to make chatting with some NPCs in our game more fun and some loading screens in the game. You will have to wait a while before you can talk to NPCs again. Also, this service requires internet.
As a solo developer, I use AI for localization tasks, followed by manual review and editing to ensure quality. It helps me save time and focus on creating a better game experience.When our financial situation improves, we will switch to fully human translations instead of AI-assisted localization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
UNKNOWN FACES In-game content arttextaudio | Some logos, text, in-game translations, and character voices were created with AI assistance. All other gameplay content, including characters, animations, and code, is handcrafted. | Nerux Studio | - | Mar 18, 2026 | |
Lost Rift In-game content arttext | We use Adobe® Photoshop® software and Adobe® Generative AI image-editing software as part of our 2D icon generation pipeline.
We use machine translation as the first step of our Localization in order to bring the game to as many players as possible in their native language | People Can Fly | 1.4k | Mar 18, 2026 | |
Battleline Store/marketing textart | The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality. | Rush Games Studio | - | Mar 18, 2026 | |
Unsealed: The Mare In-game content arttext | Some promotional artwork was created by the developer or commissioned from artists, and later enhanced using AI-assisted tools before being edited and finalized by the developer. AI tools were also used to assist with localization and translation. | Gamhalla | - | Mar 18, 2026 | |
ErfCity Dev only textcode | Used AI for spellchecking and text formatting; Used AI during code development for the purpose of suggesting code completion and generating code snippets; | Lukasz Gawronski | - | Mar 18, 2026 | |
Mafia Rogue Dev only artcodetext | In the development of this game, I used AI as a supportive tool to optimize certain workflows, enhance the creative process, and explore new possibilities. While all of the art, coding, and writing were created by me, AI helped streamline repetitive tasks, refine assets, and provide coding insights. My aim was to use AI as an assistant that added value without overshadowing the personal, hands-on approach that defines this game. | Julio Gallo | - | Mar 18, 2026 | |
Cooking with Magic In-game content textart | This game uses generative AI to assist us with game translations and the creation of the thumbnail. | Plexis Games | - | Mar 18, 2026 | |
Life of an NPC In-game content arttext | This game uses generative AI for procedurally generated content (images for in-game objects, text for what the NPCs should do next, etc). | Max Loh | 18 | Mar 18, 2026 | |
eHUB cities In-game content arttextaudio | We have used generative AI to create some individual assets (graphics) in eHUB cities and to support the writing of the code. The AI characters in the game are also spoken by AI voices. | Andarion Games GmbH | - | Mar 18, 2026 | |
The Wall In-game content audiotext | Suno AI - Used for Music that is played in game
Chat GPT - Used for the billboards shown in game | Therris Studios | - | Mar 18, 2026 | |
SUBDERMAL: This isn’t you In-game content arttext | SUBDERMAL does not use generative AI during gameplay or while the game is running.
No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build.
What AI Is Not Used For
• No real-time AI text generation
• No real-time AI image or video generation
• No real-time AI voice synthesis
• No adaptive AI narrative systems
• No AI-based player interaction or chat
What AI Was Used During Development
Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects.
This development-phase AI usage does not affect gameplay and does not generate new content for players.
The game also contains textures which were upscaled using AI, but were originally human-authored.
Guardrails
Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind. | Quiet Studios | - | Mar 18, 2026 | |
DTC Store/marketing textart | AI was used to help create store page text and assets. It is not used in gameplay. | Team0Studio | - | Mar 18, 2026 | |
Battle Of Rovers (Early Access) Live AI text | A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed.
The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level! | infinite8 | - | Mar 18, 2026 | |
战国之影 In-game content text | I use Deepseek to generate AI dialogues in character dialogues in the game, but the story background is my own original creation. Others did not use AI | 李小鹏的个人开发 | - | Mar 18, 2026 | |
환상약국 In-game content textcode | Generative AI was used for game translation and code modifications, but not for any other aspects. | Storyg Tododog | - | Mar 18, 2026 | |
Deck & Defense Unclear codetextart | Code, text editing for style and mistakes, graphic concepts | Sino4 Games | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
Arkee Malarkey Dev only textcode | ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used. | Glitchu | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
Record Rewind Repeat Store/marketing arttext | I used AI to create the game logo and help write descriptions for store page. | Matt Timmermans | - | Mar 18, 2026 | |
Forest Runner In-game content text | AI was used for menu in game | Pumpk1nDuke | - | Mar 18, 2026 | |
Pulled Strings In-game content arttext | Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control.
We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement.
For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages.
No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team.
We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use.
Transparency and player trust are at the heart of our approach. | BT Interactable | - | Mar 18, 2026 | |
忒伊亚:灵魂之塔 text | Al were used to assist with translating text into multiple
languages. | 上海吉蒂恩科技发展有限公司 | - | Mar 18, 2026 | |
Dere Quartet In-game content artaudiotext | This game includes an experiment about the perception of human-made and AI art in a multimedia context. To that purpose some of the graphic, music and text assets of the game are generated with the help of AI, while others are human-made. The player is asked at the end of the game to guess which parts were made by AI and which were not. | TBF | 35 | Mar 18, 2026 | |
RogueCraft In-game content arttext | We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide. | CraftCoreGames | 32 | Mar 18, 2026 | |
Military Incremental Complex In-game content textcode | We used AI to help write some of the code for the game, as well as to help generate some of the story beats and upgrade descriptions | Space Kraken Studios | 659 | Mar 18, 2026 | |
Coin Devotee Dev only text | I use AI to correct my English grammar. | Argue with Sheep | - | Mar 18, 2026 | |
Demonster In-game content arttext | use AI for Image 2D (icons, loading image) in-game & Translation (french to english and spanish) in-game and store page | TE Eric "Erems" | - | Mar 18, 2026 | |
App Empire Tycoon In-game content text | Our game features an AI-driven narrative system utilized during the opening cutscene. This AI is used exclusively to generate a dynamic, cinematic introduction that adapts based on the player's initial choices or in-game context. It does not influence gameplay mechanics or decision-making beyond the cutscene, but it helps create a unique and immersive storytelling experience. | LuminousLagoon | - | Mar 18, 2026 | |
Clockwork Palace: Mysteries of the Mughal Mechanicum Dev only arttextcode | Used to create additional concept art which inspired our artists
Used to help create an initial draft the narrative of the game.
Used to create various code snippets and check the quality of the games code base. | Studio Saffron Pvt Limited | - | Mar 18, 2026 | |
uDesktopMascot Live AI text | Character Text Chat Feature | MidraLab | - | Mar 18, 2026 | |
Battle For Embolia In-game content textart | AI was used for text translation into multiple languages and for generating small placeholder images, such as icons and minor UI elements.
All core creative assets, gameplay systems, and design decisions were made by the developer, and AI-generated placeholders may be replaced in future updates. | Ager Games | 464 | Mar 18, 2026 | |
Hit and Stand Blackjack In-game content textaudioart | AI tools were used during development for non-interactive assets: ChatGPT for translation support, Suno for music generation, and Hotpot.ai for some graphic assets. These assets are fixed and do not change during gameplay. No AI is used at runtime or for any user-generated content. | Jeff Trigwell | 22 | Mar 18, 2026 | |
Duck's Hunt In-game content text | We are using LLM (Large Language Model) powered text translation tools both within the game and store page. | Notaduck | - | Mar 18, 2026 | |
18Floor In-game content text | All the text in the game is based on AI written storylines. All translations other than Simplified Chinese are generated by AI. | PrueLightStudio | 10 | Mar 18, 2026 | |
Dreadcore : Locked Unit In-game content audiotext | Translation help, Audio voices | Vladislav Lukyantsev | - | Mar 18, 2026 | |
Ethereal Odyssey In-game content audiotext | Sound tracks, text translation. | KU3 Dev | - | Mar 18, 2026 | |
Puppycraft: Maze In-game content textart | Some portions of the textual content in English, French, Russian, and German in this game were pre-generated using artificial intelligence. Additionally, some of the original concept art in the game was generated with the assistance of artificial intelligence. The AI-generated elements contain no illegal, prohibited, or infringing material and align with the representations shown in the game's marketing materials. | Alcheap Inc. | 20 | Mar 18, 2026 | |
DIMENSION RANGER In-game content artaudiotextcode | Our game utilizes AI in various aspects.
Code: AI algorithms are applied to optimize the game's code, ensuring smoother gameplay and better performance. This includes improving character pathfinding and adjusting in-game parameters for an ideal difficulty level.
Text: We use AI-driven natural language processing to assist in text-related tasks, like ensuring consistency and grammar in the in-game text for items, locations, and descriptions.
Textures: AI, such as generative adversarial networks, helps in creating high-quality textures for different surfaces in the game, enhancing the visual appeal.
Sound Effects: AI is used to analyze and manipulate sound effects, making them more realistic and in tune with in-game actions and events.
Music: AI algorithms analyze musical styles to compose original music that sets the right mood for different game scenes. | 游际线 | - | Mar 18, 2026 | |
BARABIZNA In-game content text | Use of AI assistance while creating localizations. | CepSoft | - | Mar 18, 2026 | |
Cool Kingdom In-game content text | ai was used to generate some texts inside the game | VIR Group | - | Mar 18, 2026 | |
Dwarven Rampart Unclear text | Translating from English to other langauges | Alaabale | - | Mar 18, 2026 | |
Rock Crusher In-game content text | As a solo indie dev with very limited resources, and also not a native English speaker. I use AI to assist with writing for both in-game and store page content, and translate the game to other languages. | Mini Fun Games | 328 | Mar 18, 2026 | |
Faereld: Old Blood Live AI textcodeart | We make use of co-pilot for code checking. We also make use of various tools during development for UV-wrapping & animation. We will use our own in-house proprietary mini-LLM that is packaged within the game to generate some parts of the dialogue. | Grimmwyrd Studios | - | Mar 18, 2026 | |
Endless Machines Live AI text | We use AI to let our robots express themselves!
If a robot became alive, it wouldn’t come pre-programmed with the perfect way to express its thoughts or emotions — it would have to figure it out along the way. That’s why the hero robots in Endless Machines use AI to give voice to their thoughts and feelings.
What they say isn’t always polished or logical. It's quirky, weird, funny, and sometimes unexpectedly touching. It’s not a scripted, perfect dialogue. It’s more like a robot trying to make sense of the world — and itself — in real time.
This approach makes their personalities dynamic and unpredictable. For us, that’s what makes AI-driven dialogue a perfect fit for the game: It’s about learning, exploring, and growing — just like the robots themselves.
Under the hood, the game runs a small language model that has been custom fine-tuned for each robot's personality. It is instructed to speak through prompt engineering, ensuring the robot stays in character and relates to the game's lore. The model does not require online access.
We chose to use SmolLM because we were looking for a language model where the training background, technical setup, and use of data are transparent (open source and based on publicly available texts), and where the model can be run locally. We use this locally hosted language model (LLM) to generate text content during gameplay.
What the robots say in the game is defined and moderated by us. We have written a set of foundational texts that form the basis for each robot’s personality, tone, and way of expressing itself. From that foundation, they “build” further and develop over time. Endless Machines does not and cannot collect any data from the person playing the game.
All outputs are guided by custom prompt engineering, custom fine-tuning, and are controlled by local code at runtime to ensure appropriate content. More details on the model architecture and dataset can be found here:
🔗 https://huggingface.co/datasets/HuggingFaceTB/smoltalk | Corner Studio Games | - | Mar 18, 2026 | |
THE DARUMA CHALLENGE In-game content arttext | In the development of this game, generative AI tools were utilized to assist in the creation of a few textures, images, and translations. As a solo developer, this approach aimed to enhance the visual and linguistic quality of the game, ensuring a more immersive experience for players. All AI-generated content was carefully reviewed and refined to align with the game's artistic vision and maintain high-quality standards. | Mūn Mūn Games | 14 | Mar 18, 2026 | |
Where is my hat? In-game content text | Using AI for translation | God's Hat Team | - | Mar 18, 2026 | |
PC Store Simulator In-game content text | AI used only for improving page capsule art and localizations | CS Forge | 35 | Mar 18, 2026 | |
Champions City Live AI text | We use the AI service to make chatting with some NPCs in our game more fun and some loading screens in the game. You will have to wait a while before you can talk to NPCs again. Also, this service requires internet. | Mayhem Universe | - | Mar 18, 2026 | |
LouLan In-game content text | As a solo developer, I use AI for localization tasks, followed by manual review and editing to ensure quality. It helps me save time and focus on creating a better game experience.When our financial situation improves, we will switch to fully human translations instead of AI-assisted localization. | MockingCrown Games | - | Mar 18, 2026 |