Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
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- GIYEON
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- Added
- Aug 25, 2026
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Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text.
Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
* Some artwork was created with reference to concept images generated by generative AI * Language localization
Generative AI was used in a limited, supporting role during development: • Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer. • A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer. The game itself does not use generative AI at runtime.
Some assets in Crown Cribbage were made with the help of generative AI tools: - in-game music was generated with AI music tools - capsule/key art - marketing copy drafts - assistance with programming One point of emphasis: The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by difficulty. They see only what you see. They do not look at your hand, and nothing about them is generated while you play. No AI content of any kind is created during a match.
Some graphics, music, and translations were created with the help of AI and refined manually.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
We used AI tools (such as Claude) to assist with brainstorming game ideas, structuring code logic, and drafting textual content during development.
This game was developed with the help of generative AI. - Generative AI was used to write and translate text (slime descriptions, in-game wording, and the English localisation). All of it was reviewed and edited by a human. - Generative AI was also used to write program code. - The slime pixel art is not image-generated. It is drawn by a rendering program written for this game. - No AI runs while the game is playing. The game makes no network connections and calls no AI models.
Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game. No content is generated at runtime; everything ships with the build as pre-generated assets.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist with programming, text, and the creation of some visual assets. The game does not use generative AI to create content during gameplay.
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
Generative AI is used in the localization of this game
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer.
During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
Parts of the written text on this store page were drafted with the help of an AI assistant and then reviewed and edited by us before publishing. No generative AI is used inside the game itself. The artwork, audio and video in Dubbed are made by us or performed by the players, and nothing is generated at runtime.
AFKTower contains AI-assisted content that was generated during development; no AI runs inside the game. Art: most of the pixel art hero, enemy and boss sprites and their animations, weapon and armor art, skins, combat backgrounds, map scrolls, UI panels, rarity frames and icons was generated with PixelLab (pixellab.ai) from prompts and references, then handn selected, edited, recolored and assembled by the developer. The AFKTower logo was drawn without AI. Music: the three soundtrack tracks were composed by the developer with Suno (paid plan with commercial license). Sound effects are synthesized procedurally by the game's own code, not by AI. Text: the game and store texts were written in Spanish by the developer; the English localization and copy editing were done with the help of an AI language model (Claude, by Anthropic) and reviewed by humans. Store screenshots are unedited captures of the game. Nothing is generated at runtime: the game contains no AI systems.
Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts. The game's story, characters, and game design were created by the developer. AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers. The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
I use AI for translating.
Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay.
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game. We also generate some voicing for dialogs using licensed voices. We also generate some other sounds such as sound effects (wind, sea waves) All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
The application includes a live generative AI assistance feature ("AI Assistant"). This feature generates real-time, text-based recommendations and diagnostics to help the user optimize their PC's performance, manage system resources, and improve game performance. Output is generated dynamically while the application is running, based on the user's own system data (CPU, GPU, RAM, disk usage) and locally gathered telemetry. The AI does not generate images, audio, video, or other media assets. All generated output is text-only and is derived exclusively from the user's own input and locally measured system information. No user data is transmitted to any third-party generative AI service. Guardrails: The AI operates fully offline and uses a constrained, rule-based response engine. It only processes input entered by the user within the application, cannot generate illegal or infringing content, and does not monitor or act on content outside the application. No external API, model, or content-generation service is used at runtime.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. No AI-generated artwork, and no AI content is generated while the game is running.
Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand. Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality.
Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
Generative AI tools were used during development to assist with programming, debugging, optimization, gameplay design, and the review or translation of some written content. The game does not use live-generated AI and does not connect to an AI service during gameplay.
The written text for Rikogol — this store page, its marketing copy and the game's in-game text — was drafted with AI assistance. No generative AI model produced any of the game's visuals or audio: everything you see in a match is drawn at runtime by our own code from plain geometric shapes, every sound effect is synthesised procedurally in code, and the store artwork comes from a deterministic drawing script. The game generates no content while you play and connects to no AI service.
AI was used in the generation and editing of code and to edit the script for the dialogue present in the game.
Store and Library creatives were enhanced using AI. Store descriptions were created and translated using AI.
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced. During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team. No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
Generative AI technologies were utilized during the development of this project in the following ways: 1. Visual Art: AI tools were used to assist in generating and optimizing certain visual assets (such as table backgrounds, card backs, and UI elements). 2. Translation: AI was used to assist in the multi-language localization of in-game text and rule descriptions.
The main Campaign story, characters, and dialogue are written by a team of human writers. AI tools are used for voice generation and some localization. The optional Free Ride mode includes AI-generated passenger missions and localized dialogue. Free Ride mode is separate from the main Campaign and can be skipped by players who prefer to experience only human-written narrative content. The game also includes a mix of radio stations featuring human-made music and AI-generated music. Stations containing AI-generated music are clearly labeled as such in the game.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game.
AI tools were used for localization (language translation) of StatsStation's interface and store page text.
This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TIMEKOV Store/marketing text | Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication. | GIYEON | - | Aug 25, 2026 | |
My Little Golf Dev only text | Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text. | Inchanters | - | Aug 25, 2026 | |
漢字魔導錄 In-game content text | Generative AI was used to draft this game's localized interface text (English, Japanese and Simplified Chinese); every line was reviewed and edited by the developer before shipping. The Han character data, spell descriptions and store artwork are not AI-generated: the characters come from Unicode IDS and public dictionary data, the spell descriptions are assembled by a deterministic algorithm from hand-written word pools, and the store images and trailer are drawn programmatically from real in-game captures. No AI runs during gameplay, and the game does not connect to any external AI service. | Hangic Team | - | Aug 25, 2026 | |
炼妖录:无相之人 In-game content arttext | Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | 捣鼓作坊 | - | Aug 25, 2026 | |
Five to Fire In-game content arttext | * Some artwork was created with reference to concept images generated by generative AI
* Language localization | HellAssociation | - | Aug 25, 2026 | |
Parcel Panic In-game content textart | Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime. | Naughty Pig | - | Aug 25, 2026 | |
Crown Cribbage In-game content audioarttextcode | Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match. | Glacial Silt Studios LLC | - | Aug 25, 2026 | |
Pre-Warp Age In-game content artaudiotext | Some graphics, music, and translations were created with the help of AI and refined manually. | Clarus Victoria | - | Aug 25, 2026 | |
Tsubaki-ke no Shonanoka In-game content arttextcode | Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay. | Maru Works | - | Aug 25, 2026 | |
Swinging Pier Clean Simulator Dev only textcode | We used AI tools (such as Claude) to assist with brainstorming game ideas, structuring code logic, and drafting textual content during development. | Ozgur Boruzanci | - | Aug 25, 2026 | |
Taskbar Slime ~片隅のテラリウム~ In-game content textcode | This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models. | GarrAtelier | - | Aug 25, 2026 | |
Defend the Dragon Palace! In-game content arttext | Some 2D art assets (character portraits and a portion of the character sprites) and some in-game text (dialogue lines) were produced with the assistance of generative AI tools. All AI-generated output was manually edited, retouched and adjusted by the developer before being included in the game.
No content is generated at runtime; everything ships with the build as pre-generated assets. | Crystal Cat | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Road to Millionaire – Investing In-game content arttextcode | Generative AI tools were used during development to assist with programming, text, and the creation of some visual assets. The game does not use generative AI to create content during gameplay. | Tsunami Games2026 | - | Aug 25, 2026 | |
Puck Rivals: 3on3 Hockey Dev only arttextcode | Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included. | Coastal Summit Studios | - | Aug 25, 2026 | |
August Star In-game content text | Generative AI is used in the localization of this game | CDiT | - | Aug 25, 2026 | |
Backseat In-game content artaudiotext | Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team. | HOGO Games | - | Aug 25, 2026 | |
Windowsill Isle In-game content text | Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer. | 7382Team | - | Aug 25, 2026 | |
Beneath the Nine Skies: Immortal Stratagems In-game content artaudiotext | During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters. | 做游戏的魏同学 | - | Aug 24, 2026 | |
Dubbed Store/marketing text | Parts of the written text on this store page were drafted with the help of an AI assistant and then reviewed and edited by us before publishing.
No generative AI is used inside the game itself. The artwork, audio and video in Dubbed are made by us or performed by the players, and nothing is generated at runtime. | Gridiron Duels LLC | - | Aug 24, 2026 | |
AFKTower In-game content artaudiotext | AFKTower contains AI-assisted content that was generated during development; no AI runs inside the game.
Art: most of the pixel art hero, enemy and boss sprites and their animations, weapon and armor art, skins, combat backgrounds, map scrolls, UI panels, rarity frames and icons was generated with PixelLab (pixellab.ai) from prompts and references, then handn selected, edited, recolored and assembled by the developer. The AFKTower logo was drawn without AI.
Music: the three soundtrack tracks were composed by the developer with Suno (paid plan with commercial license). Sound effects are synthesized procedurally by the game's own code, not by AI.
Text: the game and store texts were written in Spanish by the developer; the English localization and copy editing were done with the help of an AI language model (Claude, by Anthropic) and reviewed by humans.
Store screenshots are unedited captures of the game. Nothing is generated at runtime: the game contains no AI systems. | SpecialStudios | - | Aug 24, 2026 | |
Waveguard In-game content arttext | Some images and translations used in the game and its marketing materials were created or assisted using generative AI tools only when necessary. The majority of the assets were created by human artists and contributors. All AI-assisted content was reviewed and integrated by the development team before inclusion. | DLD Games | - | Aug 24, 2026 | |
Behind the Beyond In-game content text | Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets. | Sugarpunch Games | - | Aug 24, 2026 | |
Rage and Fury In-game content artaudiotext | Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay. | EntroOne | - | Aug 24, 2026 | |
Endless Canvas Unclear text | I use AI for translating. | YSENStudio | - | Aug 24, 2026 | |
Ward 9 In-game content arttextaudio | Ward 9 uses developer-curated generative AI tools during production for selected marketing/community artwork, narrative drafting support, and voice/audio asset creation. All AI-assisted content is reviewed, edited, and approved by the developer before inclusion. The game does not use live generative AI to create player-facing content during gameplay. | MMKPC Studios | - | Aug 24, 2026 | |
1200 BC In-game content arttextaudio | We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects. | Xno Games Studio | - | Aug 24, 2026 | |
The Last Stash In-game content codetextart | Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime. | Kaldforge Studio | - | Aug 24, 2026 | |
Game Tools Ai Live AI text | The application includes a live generative AI assistance feature ("AI Assistant"). This feature generates real-time, text-based recommendations and diagnostics to help the user optimize their PC's performance, manage system resources, and improve game performance. Output is generated dynamically while the application is running, based on the user's own system data (CPU, GPU, RAM, disk usage) and locally gathered telemetry.
The AI does not generate images, audio, video, or other media assets. All generated output is text-only and is derived exclusively from the user's own input and locally measured system information. No user data is transmitted to any third-party generative AI service.
Guardrails: The AI operates fully offline and uses a constrained, rule-based response engine. It only processes input entered by the user within the application, cannot generate illegal or infringing content, and does not monitor or act on content outside the application. No external API, model, or content-generation service is used at runtime. | Casama Software | - | Aug 24, 2026 | |
Sylva's Blessing In-game content artaudiotext | Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime. | ImmersiveGamingVR LLC | - | Aug 24, 2026 | |
Stackflow In-game content audiotext | Some sound effects and the in-game text localization were created with the help of AI tools during development. All AI-generated audio and translated text was reviewed and edited by a human before shipping. No AI-generated artwork, and no AI content is generated while the game is running. | Caue Ferrareto | 190 | Aug 24, 2026 | |
Traffic Monster In-game content codetext | Generative AI tools were only used to assist with writing some C# code scripts during development and to translate/draft the text descriptions for the Steam Store page. There are no AI-generated visual (art/UI) or audio assets included in the game. | Analgam Games | - | Aug 24, 2026 | |
Sushi Yummy In-game content text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | - | Aug 24, 2026 | |
Aftergrowth Dev only textcode | Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service. | pl0xuee | - | Aug 24, 2026 | |
Bloom Busters In-game content text | Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay. | UBrothers | - | Aug 24, 2026 | |
Save Ruika! — Looping with a Losing Heroine In-game content text | Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality. | sweet ampoule | - | Aug 24, 2026 | |
AMazing TD Store/marketing text | Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included. | Go4 Entertainment | 74 | Aug 24, 2026 | |
Medicinal Herbs - Cannabis Grow Simulator Dev only codetext | Generative AI tools were used during development to assist with programming, debugging, optimization, gameplay design, and the review or translation of some written content. The game does not use live-generated AI and does not connect to an AI service during gameplay. | MazyGames | 61 | Aug 24, 2026 | |
Rikogol In-game content text | The written text for Rikogol — this store page, its marketing copy and the game's in-game text — was drafted with AI assistance. No generative AI model produced any of the game's visuals or audio: everything you see in a match is drawn at runtime by our own code from plain geometric shapes, every sound effect is synthesised procedurally in code, and the store artwork comes from a deterministic drawing script. The game generates no content while you play and connects to no AI service. | Deniz Durusoy | - | Aug 24, 2026 | |
ASCEND.exe In-game content text | AI was used in the generation and editing of code and to edit the script for the dialogue present in the game. | Sprint Jump Studio | - | Aug 24, 2026 | |
Zombie Fish Tank Store/marketing text | Store and Library creatives were enhanced using AI.
Store descriptions were created and translated using AI. | boombit | - | Aug 24, 2026 | |
流浪猫岛 Live AI textcode | This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians. | 行云工作室 | - | Aug 24, 2026 | |
郴州字牌:PaoHuZi In-game content arttext | Generative AI technologies were utilized during the development of this project in the following ways:
1. Visual Art: AI tools were used to assist in generating and optimizing certain visual assets (such as table backgrounds, card backs, and UI elements).
2. Translation: AI was used to assist in the multi-language localization of in-game text and rule descriptions. | Wenyu Huang | - | Aug 24, 2026 | |
Rideshare "Stimulator" In-game content textaudio | The main Campaign story, characters, and dialogue are written by a team of human writers. AI tools are used for voice generation and some localization.
The optional Free Ride mode includes AI-generated passenger missions and localized dialogue. Free Ride mode is separate from the main Campaign and can be skipped by players who prefer to experience only human-written narrative content.
The game also includes a mix of radio stations featuring human-made music and AI-generated music. Stations containing AI-generated music are clearly labeled as such in the game. | UNIGINE | - | Aug 24, 2026 | |
闲藏 Live AI text | This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training. | SUN JIANXIN | - | Aug 24, 2026 | |
Nautus Dev only artaudiotext | Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team. | Magic Design Studios | - | Aug 24, 2026 | |
A Cat's Little Pond In-game content arttext | AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game. | Rikerat | - | Aug 24, 2026 | |
StatsStation Store/marketing text | AI tools were used for localization (language translation) of StatsStation's interface and store page text. | StatsStation Software | - | Aug 24, 2026 | |
Strange Lands In-game content artaudiotext | This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content. | Aubercat | - | Aug 24, 2026 | |
Neon Horde In-game content text | Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source. | Guilherme Henrique Amorin | - | Aug 24, 2026 |