Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI.
- Creator
- Clayton Games
- Reviews
- -
- Added
- Sep 10, 2026
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Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored. 일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion. I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time. Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer.
Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction.
All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files. AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists.
Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat.
The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data.
Parts of the content shipped with this game were made with generative AI tools and then reviewed and edited by us before release: illustrations and background artwork, sound effects, organ cues and the menu music track, the spoken goal and penalty announcements in all seven interface languages, and parts of the in-game text and its translations. The same applies to our store artwork and to the trailers, which use pre-generated AI music and narration. All of it is produced before release. No generative AI runs while you play: the game creates no content or code at runtime and connects to no external AI service. Newspaper reports are assembled from prepared text and the events of your own career.
AI technologies were used for localization proofreading and generating select illustrative graphic assets to supplement text descriptions.
Some of the artwork for this game was created with generative AI image tools and then edited by hand: the store page capsule images, the application icon, the studio logo, and the lobby board art. The store text was written in Korean and translated into the other six supported languages with the help of AI. The gameplay visuals are rendered in Unity, and all 2,478 stages are hand-authored data whose solutions are verified by a solver. No generative AI runs while you are playing.
All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance.
Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated.
INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime.
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
Generative AI was used only to assist in the creation of marketing materials for the game. No in-game content was generated using AI.
Generative AI was used to assist with multilingual localization and the creation of some music used in the game.
This app includes an optional AI assistant that helps interpret game server console output and error logs. When you send it a log fragment or a question, the text goes to our backend, which forwards it to Anthropic's Claude API and returns a generated explanation with suggested fixes. The assistant runs only when you invoke it — nothing is sent automatically, and the feature is off by default. Responses are generated by a language model and may be inaccurate, so verify any suggestion before applying it to a live server. No other content in this app is AI-generated.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials. Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input.
Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand. The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play.
This game uses Generative AI during development for localization and select artwork.
Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game.
Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included.
Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices. The vast majority of the game was created by our team without AI.
The game supports multiple interface languages, and some visual assets were generated using AI.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images. Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI. Nothing is generated by AI while the game is running.
During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for.
This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used.
I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
Generative AI was used as a supplementary tool in the translation process for certain system languages in this title. AI was utilized to help improve translation efficiency and quality. However, all final translations are reviewed and edited by the development team before being implemented. All translated text is reviewed by human editors to ensure it is accurate, appropriate, and of high quality.
English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions.
I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience.
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline.
Generative AI also assisted in creating some promotional artwork and descriptive text for the Steam store page.
Generative AI was used solely to assist with localization and translation of developer-written text. No visual assets, models, textures, animations, music, sound effects, voice acting, or gameplay content were generated with AI.
Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game.
Artificial intelligence was used to generate artwork for the game's Steam page and the game's logo, as well as to translate and improve the game's dialogue. No AI-generated artwork was used in the game itself.
Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments. We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay.
The Settings and Guide Texts are partially generated by generative AI.
Generative AI tools were used to assist in creating some promotional artwork for the Steam store and library, and in drafting and translating portions of the store description. All outputs were reviewed and edited by the developer. The application does not generate AI content at runtime.
Some graphics, illustrations, and text used in the game were pre-generated with the help of generative AI during development and were subsequently reviewed, selected, and edited by the developer. No content is generated by AI during gameplay.
Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Haze There In-game content arttext | Capsule art has been created with the assistance of generative AI. NPC dialogue has also been created with the assistance of generative AI. | Clayton Games | - | Sep 10, 2026 | |
Brick and Banner: College Football Dynasty In-game content arttextaudio | The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running. | Brick and Banner Sims | - | Sep 10, 2026 | |
Soul Monsters: Gael's Survival In-game content arttext | Some pre-rendered 2D art (monster sprites, character illustrations) was first generated with AI image tools and then hand-edited and pixel-cleaned by the developer. Parts of the in-game text and its EN/RU/JA localization were drafted with AI assistance and reviewed by the developer. No content is generated by AI while the game runs. Game design, systems and code are human-authored.
일부 2D 아트(몬스터 스프라이트·캐릭터 일러스트)는 AI 이미지 도구로 초안을 만든 뒤 개발자가 손으로 수정·정리했습니다. 게임 내 글 일부와 EN/RU/JA 번역은 AI 보조로 초안을 쓰고 개발자가 검토했습니다. 게임 실행 중 AI 가 생성하는 콘텐츠는 없습니다. | Industrial Miracle | - | Sep 10, 2026 | |
No Scope CEO Dev only codetext | I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way. | Schloppa Games | - | Sep 10, 2026 | |
deal with the deep In-game content arttextcode | Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer. | 蓝莓谷游戏 | - | Sep 10, 2026 | |
Hack Faster In-game content artaudiotext | Generative AI supported the creation of selected pre-generated visual assets, music, narrative drafts, and localized text. All AI-assisted materials were reviewed, edited, and integrated to match the game’s original world, tone, and creative direction. | Night Syntax | - | Sep 10, 2026 | |
Slime on Top Live AI artaudiotextcode | All in-game visual and audio assets are procedurally generated by code at runtime. The build contains no pre-rendered AI, painted, or recorded media files.
AI (Anthropic's Claude) was used during development only to help draft source code and in-game text, which was manually reviewed and edited. No AI services are accessed while running the game. The only third-party assets are two open-license fonts designed by human artists. | oko | - | Sep 10, 2026 | |
我的桌宠会修仙 In-game content arttext | Generative AI was used during development to create and refine some pre-generated artwork, character animation source material, written content, localization, and marketing scenes. All such content was reviewed, selected, and fixed before release. The game does not generate content with AI during play and does not include AI chat. | FunPlaceGame | - | Sep 10, 2026 | |
海龟汤世界 Live AI text | The game will connect to an open-source local large language model that is already built into the game upon first launch, and use it during gameplay to generate NPC dialogues, host responses, and reasoning review feedback. Players may also choose to access compatible third‑party large language model APIs. The text generated at runtime is based on player questions and current story data. | Xufan Studio | - | Sep 10, 2026 | |
Eishockey Manager Legacy In-game content artaudiotext | Parts of the content shipped with this game were made with generative AI tools and then reviewed and edited by us before release: illustrations and background artwork, sound effects, organ cues and the menu music track, the spoken goal and penalty announcements in all seven interface languages, and parts of the in-game text and its translations. The same applies to our store artwork and to the trailers, which use pre-generated AI music and narration. All of it is produced before release. No generative AI runs while you play: the game creates no content or code at runtime and connects to no external AI service. Newspaper reports are assembled from prepared text and the events of your own career. | Jodelsoft | - | Sep 10, 2026 | |
The Dangerous Viewer | 위험한 시청자 In-game content textart | AI technologies were used for localization proofreading and generating select illustrative graphic assets to supplement text descriptions. | DeepDarkSpot | - | Sep 10, 2026 | |
DEGUL DEGUL 999 In-game content arttext | Some of the artwork for this game was created with generative AI image tools and then edited by hand: the store page capsule images, the application icon, the studio logo, and the lobby board art.
The store text was written in Korean and translated into the other six supported languages with the help of AI.
The gameplay visuals are rendered in Unity, and all 2,478 stages are hand-authored data whose solutions are verified by a solver. No generative AI runs while you are playing. | STUDIO ODD-I | - | Sep 10, 2026 | |
Genomino In-game content text | All supported languages are localized. English and Hungarian were translated manually, while all other languages were produced with AI assistance. | Nailed Games | - | Sep 10, 2026 | |
Tick & Tired In-game content text | Game and Store Page localizations (excluding English and Portuguese - Portugal) were AI-generated. | Cr4zy | - | Sep 10, 2026 | |
墨渊行者 INK ABYSS WALKER Dev only arttext | INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward. | YukiMio Studio | - | Sep 10, 2026 | |
Pocket Beasts In-game content arttextaudio | Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime. | RPG Lover Studio | - | Sep 10, 2026 | |
Starflare Dominion Live AI artaudiotext | Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed. | Whimstead LLC | - | Sep 10, 2026 | |
Heirs of the Fountains Store/marketing arttext | Generative AI was used only to assist in the creation of marketing materials for the game. No in-game content was generated using AI. | AlexFu | - | Sep 10, 2026 | |
StreetTyper In-game content textaudio | Generative AI was used to assist with multilingual localization and the creation of some music used in the game. | Minisong | - | Sep 10, 2026 | |
ProximaClient Live AI text | This app includes an optional AI assistant that helps interpret game server console output and error logs. When you send it a log fragment or a question, the text goes to our backend, which forwards it to Anthropic's Claude API and returns a generated explanation with suggested fixes.
The assistant runs only when you invoke it — nothing is sent automatically, and the feature is off by default. Responses are generated by a language model and may be inaccurate, so verify any suggestion before applying it to a live server. No other content in this app is AI-generated. | ProximaMP | - | Sep 10, 2026 | |
Pixel Hold'em: Poker Coach In-game content text | Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play. | Antai Games | - | Sep 10, 2026 | |
Skeleton Island Store/marketing arttext | Some content used in Skeleton Island was created with the assistance of generative AI tools during development. AI-generated or AI-assisted content may include visual assets, promotional materials, text, or other development materials.
Generative AI is not used to create new content during gameplay. The game does not generate AI content in real time based on player input. | Рябец Артём | - | Sep 10, 2026 | |
Podstakannik Rails In-game content textcode | Some of the text in this product was drafted with generative AI and then edited by the developer: parts of this store page description and some in-game text. Parts of the source code were also written with AI coding assistance and reviewed by hand.
The art, 3D models, animation and audio in this game are not AI-generated, and no generative AI runs while you play. | Bobeek Games | - | Sep 10, 2026 | |
Slot Heroes In-game content textart | This game uses Generative AI during development for localization and select artwork. | Team HoneyPot | - | Sep 10, 2026 | |
夺桥之战 In-game content artaudiotext | Generative AI was used during development to create some character, environment, and prop models, as well as music, sound effects, character voiceovers, and UI assets. These AI-generated assets were subsequently edited and refined by the development team before being integrated into the game. | 烩设计 | - | Sep 10, 2026 | |
Bake It Tight In-game content text | Generative AI tools were used to assist with English localization and early drafts of in-game letter content. All AI-assisted text was reviewed and edited by the developer. No AI-generated images or audio are included. | Cabbi Games | - | Sep 10, 2026 | |
Eternity Lost: Mystery of Aurum Collector's Edition In-game content arttextaudio | Our team used AI tools to assist with improving some existing sketches and character elements, creating some background elements, and producing/ improving translations and character voices.
The vast majority of the game was created by our team without AI. | Cateia Games | - | Sep 10, 2026 | |
暗黑收割者 In-game content arttext | The game supports multiple interface languages, and some visual assets were generated using AI. | Xiaohuo Game | - | Sep 10, 2026 | |
TOKYO WANTED In-game content arttext | Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running. | STUDIO FRONTIER | - | Sep 10, 2026 | |
Red Timewarp: Beyond Reality Unclear audiotext | During our creative processes, we may use modern digital tools that include AI-based features to assist with content creation, such as language translation or voice acting. This helps us stay innovative without losing sight of what makes our games truly unique, while ensuring the final product preserves the distinctive style and quality our development team strives for. | Magic Pixel Kft. | - | Sep 10, 2026 | |
Pickie Grappy In-game content textaudio | This game's text localization into multiple languages was assisted by AI translation tools. Three background music tracks, licensed from Pixabay, were AI-created or AI-modified by their original creators. All other artwork, audio, and game assets are human-made or sourced from licensed marketplaces — no other AI-generated content is used. | Orlando Frozo | - | Sep 10, 2026 | |
Lost Phone Dev only arttext | I created the vast majority of the images, drawings, and text by hand. However, I did use AI from time to time. | Théo Rlt | - | Sep 10, 2026 | |
Polish Pierogi In-game content textaudioart | AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code. | Babuszka Games | - | Sep 10, 2026 | |
CYBERLIFE In-game content text | Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible. | CYBERLIFE Studios | - | Sep 10, 2026 | |
Yu-Gi-Oh! Tag Force GX In-game content text | Generative AI was used as a supplementary tool in the translation process for certain system languages in this title.
AI was utilized to help improve translation efficiency and quality. However, all final translations are reviewed and edited by the development team before being implemented.
All translated text is reviewed by human editors to ensure it is accurate, appropriate, and of high quality. | Matrix Corporation | - | Sep 10, 2026 | |
未结案 Live AI text | English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions. | Tricky Cat | - | Sep 10, 2026 | |
Hundredfold: Hero's Ascent Store/marketing artcodetext | I leveraged AI tools to bring my game concept to life, with AI assistance in coding, artwork, and the Steam store page. I want to assure you that this game was built through genuine collaboration between myself and AI—working together to create a better, more enjoyable experience. | 质数造物 Prime Factor | - | Sep 9, 2026 | |
Solar Imperium In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Node One Digital | - | Sep 9, 2026 | |
Embersong: History Is Yours In-game content artaudiotext | AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline. | Camis Publishers | - | Sep 9, 2026 | |
装B之王 Store/marketing arttext | Generative AI also assisted in creating some promotional artwork and descriptive text for the Steam store page. | Mangrove | - | Sep 9, 2026 | |
Nightmare Unleashed! In-game content text | Generative AI was used solely to assist with localization and translation of developer-written text. No visual assets, models, textures, animations, music, sound effects, voice acting, or gameplay content were generated with AI. | Dicco Studio | - | Sep 9, 2026 | |
Duckstep In-game content artaudiotext | Generative AI tools were used in the development of this game, including character art and sprites, backgrounds and environment art, sound effects and music, in-game text and narrative content, and store page assets such as screenshots and marketing images. All AI-assisted content was reviewed and curated by the developer before being included in the game. | Birdie Games | - | Sep 9, 2026 | |
Chronicles of Prozis In-game content arttext | Artificial intelligence was used to generate artwork for the game's Steam page and the game's logo, as well as to translate and improve the game's dialogue. No AI-generated artwork was used in the game itself. | DGIANN Games | - | Sep 9, 2026 | |
See You on the Island Store/marketing codetext | Program code, UI text, the thirteen-language interface localization and store page copy were produced with the assistance of generative AI tools. The character model was hand-made by a 3D artist; environment models, music and sound effects come from credited human authors and licensed asset packs; all screenshots and promotional images are rendered in-engine. No AI-generated imagery or audio is included. | Boatboat Games | - | Sep 9, 2026 | |
Sandcastle Battle In-game content arttextaudio | The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship. | Eklo Studio | - | Sep 9, 2026 | |
IRONWOOD In-game content artaudiotext | 3D character and prop models, their textures, and pre-rendered cutscene video clips were created with generative AI tools. Character voice lines were synthesized with AI text-to-speech. Dialogue and story text were written with AI assistance. All AI-generated content is pre-rendered; nothing is generated during gameplay. | GameQ Labs | - | Sep 9, 2026 | |
Cyan Moon - The Simulation Program In-game content text | The Settings and Guide Texts are partially generated by generative AI. | Daishi11 | - | Sep 9, 2026 | |
VOrbit ASMR Store/marketing arttext | Generative AI tools were used to assist in creating some promotional artwork for the Steam store and library, and in drafting and translating portions of the store description. All outputs were reviewed and edited by the developer. The application does not generate AI content at runtime. | feath | - | Sep 9, 2026 | |
Realm & Renown In-game content arttext | Some graphics, illustrations, and text used in the game were pre-generated with the help of generative AI during development and were subsequently reviewed, selected, and edited by the developer. No content is generated by AI during gameplay. | Apokus | - | Sep 9, 2026 | |
One Bard Move In-game content artaudiotext | Generative AI tools were used to assist in the creation of some pre-generated visual assets, character elements, voice-over, music, localization and promotional text. Some of these assets were further edited and refined by the developer before being included in the final game. | Syserino | - | Sep 9, 2026 |