AI is used to create the initial draft translations for the game.
- Creator
- joy1999
- Reviews
- 74
- Added
- Sep 20, 2026
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AI is used to create the initial draft translations for the game.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically. No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered.
KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style. Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator. No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay.
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
Generative AI was used for art, audio, localization and translation work in this game.
Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork.
FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play. Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community.
Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service.
Deepwood Valley uses a generative AI language model to power conversations with the characters who live in the valley. The model runs entirely on your own computer — no account is required, and nothing you type is sent to us or to any third party. Every line of AI-generated dialogue passes through a deterministic content filter before it is displayed. This filter is compiled into the game, runs on all generated speech without exception, and cannot be turned off by the player or by mods. Character personalities, story, world design, and all art and audio are authored by our team.
Art, sound, text and code
Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools.
This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people. The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running.
Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.
Generative AI tools were used during production of mascot artwork and animation, and non-English interface and store-page localization. These are pre-generated assets. The application does not use generative AI or connect to an AI service during use. Music is generated locally using deterministic composition rules.
AI were used to assist with programming, asset creation, and text preparation.
A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials.
Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service.
Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game.
We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
This game utilizes generative AI technologies in the following areas: [Pre-generated Content] Part of BGM: AI-generated audio is temporarily used as placeholder assets during development (to be progressively replaced in future updates). [Real-time Generation during Gameplay] In-Game Text: Dynamic generation of dialogues and narrative text tailored to in-game situations. Character Voice: Real-time speech synthesis for character voices based on generated text. *All real-time generation processes run entirely locally and securely on the player's machine, with no data transmitted to external servers. Furthermore, there is no feature allowing players to freely input custom text or prompts.
Generative AI was used during development for some visual and audio assets. During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player.
AI was used for localization.
Use of AI for translation. Use of AI to create/enhance some images. Use of AI to Generate Audio
AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools.
This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay.
AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer. No AI was not used in any 3d or 2d assets or sounds in the game.
AI has been used to enhance the quality of some store and marketing elements.
・Translated text in the following languages: English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian ・Generation of title screen background images ・Generation of images for some module icons
Pre-generated content only. The game contains no runtime AI and makes no network calls. AI tools were used during development for: - 3D character model: generated with Meshy, then adjusted and integrated by the developer. - In-game illustrations: 17 tutorial cutscene images. - In-game text: quest titles and descriptions, character dialogue, tutorial explanations and UI status text. Drafted with an AI assistant, then reviewed and edited by the developer. - 16x16 pixel icons: generated procedurally from code. - Store page description and its English translation. Not AI generated: the room and environment art is a purchased Unity Asset Store package.
I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets.
Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts.
Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay.
Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay.
Using AI for localization translation
Store page localization
Desktop Companion uses generative AI: your companion's replies are generated live by a large language model that runs entirely on your own PC. The app ships with its own safety-tuned model; nothing is sent to an external AI service. Built-in, application-level safeguards screen generated content to block prohibited output.
AI tools assist with programming, translation, and creating selected visual assets and marketing materials. All AI-assisted content is reviewed and edited by the developer before inclusion.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Touhou Crawl In-game content text | AI is used to create the initial draft translations for the game. | joy1999 | 74 | Sep 20, 2026 | |
UNDER ROOMS In-game content text | This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses. | Valdez Brothers | - | Sep 20, 2026 | |
TohoKids In-game content arttext | Almost all graphic elements in the game were created using artificial intelligence tools and subsequently refined in graphic editing software to ensure visual consistency. Non-English translations are generated automatically.
No AI-generated content is created in real time during gameplay. All graphical assets are static and pre-rendered. | MonardoFunClub | - | Sep 20, 2026 | |
KiosuneVN Dev only codetext | KiosuneVN ships no generative AI: nothing it draws, composes or exports comes out of an AI model, it makes no calls to any AI service, and nothing you make is collected or sent anywhere. The developer used an AI assistant (Claude) to help write parts of the application's code and this store page's text; every character, sprite, cue and starter script the tools produce comes from hand-built, deterministic engines. | MelloStudios | - | Sep 19, 2026 | |
Hexed Hand In-game content textart | Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services. | Green Wall Studios | - | Sep 19, 2026 | |
Guildmaster Simulator In-game content arttext | Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game. | Lohkforged Studios | - | Sep 19, 2026 | |
Vampire Suplex In-game content arttext | Some of this game's art assets and store page text were created with the help of generative AI tools. All AI-assisted material is pre-rendered and reviewed by the developer before release. No content is generated by AI while the game is running. | DUMARU Inc. | - | Sep 19, 2026 | |
The 31st Student In-game content arttext | Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation. | Threshold Echo | - | Sep 19, 2026 | |
Xen'Fonia: Path of Fortune In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated 2D visual assets, illustrations, and written content drafts. All AI-assisted content is reviewed, edited, and curated by the development team before being included in the game or promotional materials. The game does not use generative AI to create content in real time during gameplay. | CNS Games Studio | - | Sep 19, 2026 | |
Teryon Crisis In-game content artaudiotext | Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service. | Dimetris Game | - | Sep 19, 2026 | |
Fantasy Matchmaker In-game content artaudiotext | Generative AI was used for art, audio, localization and translation work in this game. | 江左霉郎_林叔 | - | Sep 19, 2026 | |
Orange Wiki In-game content artaudiotext | Generative AI tools were used during development to create or assist with 3D models, voice audio, and translations/localization. Generative AI was also used to create and edit promotional artwork for the Steam store and library, including capsule images, backgrounds, and logo artwork. | Clusion Games | - | Sep 19, 2026 | |
FableBrawl In-game content artaudiotext | FableBrawl uses pre-generated AI content for Storybook artwork, store artwork, some music and sound effects, and translations. These assets are created during development and shipped as finished files. No content or code is generated by AI during gameplay, and the game does not call an external generative AI service while you play.
Storybook mode art is AI-generated; if you prefer no AI art, you can use Rough Draft mode art. Community Mode is a work-in-progress version supported by the generous donations of our community. | FableBrawl | - | Sep 19, 2026 | |
Saldyr: Before the Crown Fell In-game content artaudiotext | Generative AI was used during development for visual assets, music, and small portions of text, as well as the store artwork. These are pre-generated assets included with the game. No content is generated by AI during play, and the game does not connect to an AI service. | Saldyria | - | Sep 19, 2026 | |
Deepwood Valley Live AI text | Deepwood Valley uses a generative AI language model to power conversations with the
characters who live in the valley. The model runs entirely on your own computer — no
account is required, and nothing you type is sent to us or to any third party.
Every line of AI-generated dialogue passes through a deterministic content filter
before it is displayed. This filter is compiled into the game, runs on all generated
speech without exception, and cannot be turned off by the player or by mods.
Character personalities, story, world design, and all art and audio are authored by
our team. | Cometforge | - | Sep 19, 2026 | |
Skywatch Unclear artaudiotextcode | Art, sound, text and code | BearLoop | - | Sep 19, 2026 | |
Sherlock Mysteries: Victorian Investigations In-game content textartaudio | Localisations and localized narrations are done with AI. Some graphical elements and videos are rendered with AI tools. | Socrates Games Studio | - | Sep 19, 2026 | |
Água Suja (Nobody Dies Here) In-game content arttext | This game uses generative AI tools in production, under human direction. Part of the 2D art (characters, backgrounds, icons, interface) and part of the text go through these tools, always from direction, references and rules I define, and always reviewed, corrected and approved piece by piece before entering the game. Other art and text in the game were made by hand. All decisions about story, script, scene design, mechanics and art direction are mine. The game has no voice acting, and no AI-generated voice. Nothing is generated while you play: everything the game shows is a fixed file in the package. | B&B Studios | - | Sep 19, 2026 | |
Print Shop Manager In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service. | Whatsayer Studio | - | Sep 19, 2026 | |
The Halls Remain In-game content text | Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay. | Threshold Echo | - | Sep 19, 2026 | |
Catkin Hollow: The Moonbell Mystery In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s source code, narrative, quest text, NPC dialogue, interface copy, and promotional artwork. All AI-assisted content was reviewed and incorporated by the developer before release. The game does not generate content using AI while it is running. | MrAgent | - | Sep 19, 2026 | |
Teleport Master Store/marketing text | Generative AI was used as an assistive tool to create and edit store page descriptions and marketing text. All generated content was reviewed and edited by the developer before publication. No generative AI is used during gameplay. | Fluffy Games | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 | |
PENNANT: Baseball Owner In-game content textart | Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play. | Pennant Sports | - | Sep 19, 2026 | |
Eidolophone MELODY エイドロフォン~旋律~ In-game content arttext | Generative AI tools were used during production of mascot artwork and animation, and non-English interface and store-page localization. These are pre-generated assets. The application does not use generative AI or connect to an AI service during use. Music is generated locally using deterministic composition rules. | Black Glass Strangely | - | Sep 19, 2026 | |
Between Cats Unclear codearttext | AI were used to assist with programming, asset creation, and text preparation. | Maymaybe | - | Sep 19, 2026 | |
Your Fortune Teller In-game content textart | A local AI model writes personalized saju (Four Pillars) and compatibility readings from your birth details and selected topics. AI-assisted artwork and localized text are also used in the product and its store materials. | Xtiama | - | Sep 19, 2026 | |
Bloom Above: Wanderisles In-game content arttext | Generative AI was used during development to create interface illustrations, assist with procedural artwork and in-game text, and produce store and library artwork. This includes botanical interface frames, coin and wallet illustrations, and elements of the floating-island world. The game does not generate AI content during play or connect to an external AI service. | Krabbe Studios | - | Sep 19, 2026 | |
ZOO PANIC In-game content arttext | Pre-generated content only. Store page artwork (capsules, hero image) was created with an image-generation model and then edited by hand. Some in-game art (level backgrounds, some character sprite sheets) was generated with AI tools and hand-edited. UI text for German, French, Spanish, Italian, Polish and Czech was machine-translated with an AI model from the human-written English source and is being reviewed by native speakers. No AI is used at runtime; players cannot generate content with AI in the game. | SGC-gamedev | - | Sep 19, 2026 | |
Tidy Up the Flower Shop In-game content artaudiotext | We use generative AI across all disciplines of game development most often with heavy amounts of human editing. That involves audio and visual art, our logo, and localization. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Sep 19, 2026 | |
Endless Tale Live AI audiotext | This game utilizes generative AI technologies in the following areas: [Pre-generated Content] Part of BGM: AI-generated audio is temporarily used as placeholder assets during development (to be progressively replaced in future updates). [Real-time Generation during Gameplay] In-Game Text: Dynamic generation of dialogues and narrative text tailored to in-game situations. Character Voice: Real-time speech synthesis for character voices based on generated text. *All real-time generation processes run entirely locally and securely on the player's machine, with no data transmitted to external servers. Furthermore, there is no feature allowing players to freely input custom text or prompts. | Ludogeist LLC | - | Sep 19, 2026 | |
EtelGarde Live AI artaudiotext | Generative AI was used during development for some visual and audio assets.
During gameplay, narrative text and character dialogue are generated in real time by a third-party AI model selected and configured by the player. | Elrolin | - | Sep 19, 2026 | |
Get On Board! In-game content text | AI was used for localization. | KeboStudio | - | Sep 19, 2026 | |
Undealt In-game content textartaudio | Use of AI for translation.
Use of AI to create/enhance some images.
Use of AI to Generate Audio | Tail House | - | Sep 19, 2026 | |
Programmable Theft Action VI / 拼题猎码手 VI In-game content textart | AI was used only for localization and for generating some assets outside the game. The game itself does not use or integrate AI. Any AI use described in the game refers to players using their own external tools. | GreatZaochen | - | Sep 19, 2026 | |
VtuberCompanySimulator Live AI arttext | This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs. | Deluxe Gaming | - | Sep 19, 2026 | |
Aubelys In-game content artaudiocodetext | I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time. | Doom | - | Sep 19, 2026 | |
Daily Bagholder: Stock Market Simulator In-game content arttextaudio | AI was generally used in collaboration with human editing throughout most of the game. All released content was selected, edited and integrated by the developer. No content is generated during gameplay. | CyberInu4200 | - | Sep 19, 2026 | |
YBR-You Break Rock In-game content arttext | AI tools were used to assist in creating some store page artwork and for language translation. All content was reviewed by the developer.
No AI was not used in any 3d or 2d assets or sounds in the game. | Lemon games | - | Sep 19, 2026 | |
Tidy Up Together: At the Supermarket Store/marketing arttext | AI has been used to enhance the quality of some store and marketing elements. | Kavari Studio | - | Sep 19, 2026 | |
STEEL VANGUARD:Project ARES In-game content arttext | ・Translated text in the following languages:
English, French, German, Italian, Spanish, Chinese (Simplified), Chinese (Traditional), Korean, Russian
・Generation of title screen background images
・Generation of images for some module icons | GZOE Inc. | - | Sep 19, 2026 | |
Chill Gyaru In-game content arttext | Pre-generated content only. The game contains no runtime AI and makes no
network calls.
AI tools were used during development for:
- 3D character model: generated with Meshy, then adjusted and integrated
by the developer.
- In-game illustrations: 17 tutorial cutscene images.
- In-game text: quest titles and descriptions, character dialogue, tutorial
explanations and UI status text. Drafted with an AI assistant, then
reviewed and edited by the developer.
- 16x16 pixel icons: generated procedurally from code.
- Store page description and its English translation.
Not AI generated: the room and environment art is a purchased Unity Asset
Store package. | DeepXRLab Inc | - | Sep 19, 2026 | |
The Last Contract In-game content text | I used AI to help draft written text across the game: NPC dialogue and names, skill and talent descriptions, item and weapon flavor text, quest and lore text, and location names. I design the overall story beats and character interactions myself; AI helps draft the individual lines, especially useful since English isn't my first language. Everything shipped was reviewed by me, with many lines kept close to their original draft and others rewritten to better fit the game. All artwork, including the key art, logo, and icons, was made entirely by hand by a human illustrator. The world map was assembled by me using licensed 2D art assets. | Wrights Games | - | Sep 19, 2026 | |
ODYSSEY: Wine-Dark Sea In-game content artaudiotext | Parts of this game's 2D artwork (event panels, backgrounds, UI elements) were created using generative AI tools and were then curated, corrected and finished by our artist. Some music and ambience tracks were produced with AI assistance and manually edited. Event texts were drafted with LLM assistance and fully reviewed, edited and approved by the developers. The game contains NO live/runtime AI generation: all content is pre-generated and human-reviewed before shipping. No third-party copyrighted material and no real persons' likenesses were used in prompts. | BAF Games | - | Sep 19, 2026 | |
LUPKAR - World of Billiards In-game content audiotext | Some of the game's music and sound effects were created with the help of generative AI tools. Generative AI was also used to assist with in-game text and its translations into other languages. All AI-assisted content was produced during development and reviewed by the team. The game does not generate any content with AI during gameplay. | New Emotion Game | - | Sep 19, 2026 | |
Aqua Luna In-game content arttext | Generative AI was used during development to create selected 2D visual assets, including menu and loading-screen artwork, interface icons and patterns, and the game's wordmark. AI tools also assist with store-page writing. This content is prepared in advance; the game does not generate AI content or connect to an AI service during gameplay. | Aeternums Labs Games | - | Sep 19, 2026 | |
聊斋恋:婴宁 In-game content text | Using AI for localization translation | 夜火游戏(Night Fire Game) | - | Sep 19, 2026 | |
Seabun Store/marketing text | Store page localization | Moon Buns | - | Sep 19, 2026 | |
Desktop Companion Live AI text | Desktop Companion uses generative AI: your companion's replies are generated live by a large language model that runs entirely on your own PC. The app ships with its own safety-tuned model; nothing is sent to an external AI service. Built-in, application-level safeguards screen generated content to block prohibited output. | DokProd | - | Sep 19, 2026 | |
Milling Machine Simulator 2: Machine Shop Store/marketing arttextcode | AI tools assist with programming, translation, and creating selected visual assets and marketing materials. All AI-assisted content is reviewed and edited by the developer before inclusion. | UI-NEXT | - | Sep 19, 2026 |