Generative AI was used to assist with the localization of in-game text.
- Creator
- High Mountain Games
- Reviews
- -
- Added
- Aug 14, 2026
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Generative AI was used to assist with the localization of in-game text.
This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay.
Artwork, Music, Voice Acting, Environment
Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation and sends no player input or data to an AI service.
In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team.
Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people.
The background art and writing in this game were created with the assistance of AI, under careful human direction.
This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated.
Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime.
We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer.
This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay.
2D art and some in-game text were made with generative AI tools and hand-edited.
Helping build and manage narratives
AI generation used for trial names that are shown at the start of trials and for player/NPC avatars.
This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service.
Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay.
AI tools were used for the translations, and the store page artwork. All screenshots show real gameplay.
Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay.
Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay.
Generative AI was used to assist in the creation of character illustrations, selected artwork, store page assets, and localization. All AI-assisted content has been reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools.
During gameplay, the AI analyzes text input by players in real-time to determine and branch into pre-written scenario paths.
Generative AI was used to create visual art in this game. Creature, character and background artwork was produced with AI image and animation tools, then hand-edited, cleaned up and assembled by the developer before being placed in the game. This artwork also appears in store page and marketing materials. The game additionally uses licensed, human-made pixel-art asset packs. AI tools (LLM) were also used to help write the game's code and in-game text during development, and to translate that text into the game's six non-English languages (Korean, Simplified Chinese, Japanese, Russian, Spanish, Brazilian Portuguese). All audio - music and sound effects - is human-made and licensed from human creators; no generative AI was used for audio. No AI runs during gameplay: all content is generated ahead of time and reviewed by the developer before it ships.
Some minor visual assets and text revisions in this game were enhanced with the assistance of generative AI tools. All content was reviewed and refined by the developer. AI was used solely as a supporting tool.
The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses. All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
Sound effects, Musics, some UI designs and translations were made with assistance of AI tools, all were reviewed by the developers
RagNext Studio includes pre-rendered sample background artwork, character portraits, and icons created with Generative AI tools within sample demonstration projects. Additionally, RagNext Studio provides optional AI-assisted narrative and dialogue drafting tools for game creators during the design process. The software operates 100% complete offline out-of-the-box using built-in rule-based generators and offline templates.
This game uses generative AI tools to assist in the creation of select visual assets and localization. Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience). Localization: AI-assisted translation is used for 30+ languages.
Some 2D vector artwork and portions of game text/localization were created with the assistance of generative AI (Claude); all AI-generated content was reviewed by the developer
Hearthfield's world is built in code and from CC0 model packs, and everything you see in play is made by hand. Our Steam store art, the capsules, the icons and the logo, was created with the help of AI image tools and then finished by us. We also use an AI coding assistant while building the game, and AI help when drafting store text. Our screenshots are always genuine captures from the real game. Nothing in Hearthfield is generated by AI while you play.
Generative AI was used during development to assist with the creation of certain visual assets, localization, and store page materials. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime.
Generative AI was used as an assistive tool during development and for localization support. All such content was reviewed and edited by the developer before inclusion. The game does not generate AI content live during gameplay.
AI was used to assist with the English localization.
Generative AI was used to create some in-game character artwork and to assist with voice-over and subtitle creation.
Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation.
Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance.
AI is used for the localization of in-game content, the Steam Store, marketing materials, and more.
Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play.
Development of this game used AI under human direction and review for the code and game text.
RLG:Origins uses a locally operated generative AI model during play to interpret free-form player input and generate GM narration and character dialogue. AI-generated text does not establish game facts or decide outcomes. A separate deterministic rules system validates actions and controls game-state changes. Generation takes place on the player's device, and player input is not sent to an external AI service.
AI was used in some developer workflows for programming and for translation to all languages other than English.
Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players.
Generative AI Disclosure: This game utilizes generative AI tools to assist in creating player-facing assets, including base visual artwork, narrative script drafts, and voiceover audio (via ElevenLabs). All AI-assisted dialogue, visuals, and audio undergo significant manual editing, human curation, and design to ensure high production quality and artistic cohesion before shipping with the game. No live or dynamic generative AI is executed while the game is running.
Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services.
Pre-generated AI tools were used during development to create some 2D visual assets, including in-game sprites, the application icon, and promotional artwork used on the Steam store page. AI tools also assisted with some English and Japanese text and localization. All outputs were reviewed and, where necessary, edited by the developer before being included. The game does not generate AI content during gameplay and does not connect to external AI services.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback. Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Blastlane Racers In-game content text | Generative AI was used to assist with the localization of in-game text. | High Mountain Games | - | Aug 14, 2026 | |
Don't Get Fired!! ~Hospital Reception Simulator~ In-game content textart | This game uses generative AI tools to assist in creating some of its text (such as dialogue and descriptions), image assets, and translations. All AI-generated content was reviewed, edited, and curated by humans during development before being included in the game. No content is generated in real time by AI during gameplay. | SaiKa工房 | - | Aug 14, 2026 | |
I, Spy In-game content artaudiotext | Artwork, Music, Voice Acting, Environment | Oni Games | - | Aug 14, 2026 | |
OshiYa In-game content arttext | Some shipped visual assets, narrative text, localization, and store or marketing artwork were created or iterated with the assistance of generative AI tools. All output was selected, edited, reviewed, integrated, and tested by the developer. The game performs no live AI generation
and sends no player input or data to an AI service. | Volker Schukai | - | Aug 14, 2026 | |
CPM 2 In-game content artaudiotext | In game development, artificial intelligence is used solely as a supporting tool. We employ neural networks to enhance and refine 2D art (loading screens and promo banners) created using our in-game screenshots, after which they undergo manual color correction and artifact removal. AI also assists us with translating in-game text and generating the announcer's voice for racing modes. All key game elements, including 3D car models, tuning, and the open world, are created entirely by hand by our team. | OGames | - | Aug 14, 2026 | |
土匪 In-game content textartaudio | Generative AI is utilized to assist with localization and translation, partial model assets, UI-only image assets, and select audio assets. | 木桶游戏 | - | Aug 13, 2026 | |
DaiDee 大弟 In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 13, 2026 | |
Per My Last Email In-game content audiotextart | PER MY LAST EMAIL contains pre-generated AI content. Its music is created with generative audio tools; its sound effects are CC0 recordings, not generated. Its narrative text is human-AI co-written and human-edited under the author's direction; the game design is the author's. Its store artwork uses AI-generated background plates, composed and finished programmatically; the game's own user-interface elements are drawn in code and contain no AI-generated images. No AI content is generated at runtime, and the game contains no AI-generated depictions of real people. | 3Cats Studio | - | Aug 13, 2026 | |
LoFi Long Distance In-game content arttext | The background art and writing in this game were created with the assistance of AI, under careful human direction. | Robots Have Feelings | - | Aug 13, 2026 | |
CQ: Calling Any Station In-game content text | This game uses generative AI for some of its text content — achievement names and descriptions, story fragments, and flavor text were generated with AI assistance during development, along with parts of this store page. The game's art and sound are not AI-generated: every visual is procedural code (vector shapes, no images or bitmaps), and every sound is synthesized in real time — nothing recorded, nothing AI-generated. | Arkkis | - | Aug 13, 2026 | |
SoulForged: Ashborn In-game content artaudiotext | Rockinforged is a studio that develops games with an AI-assisted production pipeline. Generative AI tools are used across development — including 2D art, cinematic and video footage, sound, localization, store page text, and marketing materials — always under the developer's direct authorship, curation, and review. The game does not generate any content with AI at runtime. | Rockinforged | - | Aug 13, 2026 | |
Super Friendly Crosswords Dev only codetextart | We use AI as a coding assistant during development, and as a drafting tool to help generate candidate crossword clues from our word bank. Every single clue is reviewed and edited by a human before it ships. AI generated images were used during prototyping as early placeholders. All final visual art assets that ship with the game have been created by the developer. | EdibleElephant | - | Aug 13, 2026 | |
Guild of the Tower In-game content arttext | This game was developed with AI assistance for localization, in-game text (tutorial, lore, item descriptions, UI), monster/enemy artwork, and store page artwork (including the game's capsule image). All AI-assisted content was reviewed and edited by the developer before release. No content is generated by AI during gameplay. | One Wish Studio | - | Aug 13, 2026 | |
Quartermark In-game content arttext | 2D art and some in-game text were made with generative AI tools and hand-edited. | ACA Games | - | Aug 13, 2026 | |
ISKRA Unclear text | Helping build and manage narratives | Sons of Welder | - | Aug 13, 2026 | |
Super Frog Ninja In-game content textart | AI generation used for trial names that are shown at the start of trials and for player/NPC avatars. | David Harrington | - | Aug 13, 2026 | |
Watt the Bounce! — A Momentum Power Lab In-game content arttext | This game and its Steam store page contain pre-generated content created with assistance from generative AI tools. AI image generation was used for selected 2D pixel-art assets, which were then curated, edited, cleaned, resized, and integrated by the developer. AI and machine-assisted tools were also used to prepare initial drafts of localized interface text, store-page descriptions, and other marketing copy, followed by developer review and revision. The game does not generate content during play and does not connect to any generative AI service. | driftalltime | - | Aug 13, 2026 | |
Cartoon Crime In-game content arttext | Generative AI tools were used during development to assist with some pre-generated 2D artwork, text editing, localization, and development support. All AI-assisted content was reviewed, edited, and approved by the developer before being included. The game does not generate AI content during gameplay. | BuBa Games | - | Aug 13, 2026 | |
SLAPGAINS In-game content textart | AI tools were used for the translations, and the store page artwork. All screenshots show real gameplay. | OverLKD Studio | - | Aug 13, 2026 | |
Sanitecty In-game content codetext | Generative AI tools were used during the development process to assist with code optimization, text proofreading, and language localization (translation). All final in-game content and translations were manually reviewed and curated by the developer. No AI-generated content is generated live during gameplay. | Magonol-a | - | Aug 13, 2026 | |
Deep Digger In-game content arttext | Generative AI was used during development to assist with programming and the creation of certain visual, textual, and other development assets. All content included in the final game was reviewed, edited, and approved by the developer. The game does not generate AI content during gameplay. | Julian Ponce Cabrera | - | Aug 13, 2026 | |
PRINCESS VANGUARD In-game content arttext | Generative AI was used to assist in the creation of character illustrations, selected artwork, store page assets, and localization. All AI-assisted content has been reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | きなこ棒(Kinakoboo) | - | Aug 13, 2026 | |
PlayCard Football In-game content arttext | Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools. | Cormisys | - | Aug 13, 2026 | |
The (Other)World Syndrome Live AI text | During gameplay, the AI analyzes text input by players in real-time to determine and branch into pre-written scenario paths. | The (Other)World Lab | - | Aug 13, 2026 | |
MUTARIUM In-game content artcodetext | Generative AI was used to create visual art in this game. Creature, character and background artwork was produced with AI image and animation tools, then hand-edited, cleaned up and assembled by the developer before being placed in the game. This artwork also appears in store page and marketing materials. The game additionally uses licensed, human-made pixel-art asset packs. AI tools (LLM) were also used to help write the game's code and in-game text during development, and to translate that text into the game's six non-English languages (Korean, Simplified Chinese, Japanese, Russian, Spanish, Brazilian Portuguese). All audio - music and sound effects - is human-made and licensed from human creators; no generative AI was used for audio. No AI runs during gameplay: all content is generated ahead of time and reviewed by the developer before it ships. | Lativille | - | Aug 13, 2026 | |
Magic Mess: Restore Order to the Wizard's Tower In-game content arttext | Some minor visual assets and text revisions in this game were enhanced with the assistance of generative AI tools. All content was reviewed and refined by the developer. AI was used solely as a supporting tool. | TinyClaw Games | - | Aug 13, 2026 | |
I_NORI Live AI text | The game uses an AI system developed in-house, allowing Nori to understand and respond to what you say in real time, while remembering the conversations you’ve shared. Generative AI is used exclusively for Nori’s dialogue, voice, and interactive responses.
All artwork, models, music, and narrative text in the game are created by human artists and writers. The game contains no AI-generated artwork. | Nori Labs | - | Aug 13, 2026 | |
Robinson: Survival In-game content arttext | Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game. | Digital Fresh | - | Aug 13, 2026 | |
Taskbar Chickens In-game content audioarttext | Sound effects, Musics, some UI designs and translations were made with assistance of AI tools, all were reviewed by the developers | Babs Games | - | Aug 13, 2026 | |
RagNext In-game content arttext | RagNext Studio includes pre-rendered sample background artwork, character portraits, and icons created with Generative AI tools within sample demonstration projects. Additionally, RagNext Studio provides optional AI-assisted narrative and dialogue drafting tools for game creators during the design process. The software operates 100% complete offline out-of-the-box using built-in rule-based generators and offline templates. | RagNext Labs LLC | - | Aug 13, 2026 | |
Oh My Card: Taiji Hyper In-game content arttext | This game uses generative AI tools to assist in the creation of select visual assets and localization.
Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience).
Localization: AI-assisted translation is used for 30+ languages. | EntropyZen | - | Aug 13, 2026 | |
BioSphere: Genesis In-game content arttext | Some 2D vector artwork and portions of game text/localization were created with the assistance of generative AI (Claude); all AI-generated content was reviewed by the developer | Nord Avocado | - | Aug 13, 2026 | |
Hearthfield In-game content arttextcode | Hearthfield's world is built in code and from CC0 model packs, and everything you
see in play is made by hand. Our Steam store art, the capsules, the icons and the
logo, was created with the help of AI image tools and then finished by us. We also
use an AI coding assistant while building the game, and AI help when drafting store
text. Our screenshots are always genuine captures from the real game. Nothing in
Hearthfield is generated by AI while you play. | Merrill Lines | - | Aug 13, 2026 | |
Mom! I'm gonna be a black hole when I grow up! In-game content arttext | Generative AI was used during development to assist with the creation of certain visual assets, localization, and store page materials. All AI-generated content has been reviewed, edited, and integrated by the developer. The game does not generate content with AI at runtime. | KUMA Software | - | Aug 13, 2026 | |
Star Seed Protocol In-game content text | Generative AI was used as an assistive tool during development and for localization support. All such content was reviewed and edited by the developer before inclusion. The game does not generate AI content live during gameplay. | No end of Space | - | Aug 13, 2026 | |
琳琅商传 In-game content text | AI was used to assist with the English localization. | 花花 | - | Aug 12, 2026 | |
Scandinavian Cottage Survival Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork and to assist with voice-over and subtitle creation. | IORDER SRL | - | Aug 12, 2026 | |
Motel Owner Simulator In-game content artaudiotext | Generative AI was used to create some in-game character artwork, images used in cutscenes, and to assist with voice-over and subtitle creation. | GOGAME | - | Aug 12, 2026 | |
足球经理:自走棋 In-game content arttext | Generative AI tools were used to create some static art assets, narrative text and promotional materials included within the game. All AI-generated content has been manually reviewed, edited and adjusted by our development team to ensure compliance. | 刻奇游戏 | - | Aug 12, 2026 | |
좀비 피스메이커 In-game content textart | AI is used for the localization of in-game content, the Steam Store, marketing materials, and more. | ComeOnStudio | - | Aug 12, 2026 | |
OPEN UP, MICHAEL! In-game content arttext | Pre-generated generative AI was used during development for selected static artwork and portions of player-facing writing and localization. All such content is fixed in the shipped build and was reviewed and edited during development. The game does not contact an AI service or generate content during play. | LetsAdventurePlay | - | Aug 11, 2026 | |
Long Dives Dev only codetext | Development of this game used AI under human direction and review for the code and game text. | KazooKat | - | Aug 11, 2026 | |
RLG:Origins Live AI text | RLG:Origins uses a locally operated generative AI model during play to interpret free-form player input and generate GM narration and character dialogue. AI-generated text does not establish game facts or decide outcomes. A separate deterministic rules system validates actions and controls game-state changes. Generation takes place on the player's device, and player input is not sent to an external AI service. | Stardust Factory Studio | - | Aug 11, 2026 | |
AfterImage In-game content codetext | AI was used in some developer workflows for programming and for translation to all languages other than English. | Wolf Studios | - | Aug 11, 2026 | |
Cleandows XP In-game content artcodetextaudio | Generative AI tools were used during development to create pre-generated visual assets, UI graphics, in-game text, character content, fictional file contents, audio, and localization. All AI-generated content was reviewed and edited by the development team before being included in the game. The game does not use generative AI at runtime or generate content live for players. | QP Games | - | Aug 11, 2026 | |
Alice in the Firewall In-game content arttextaudio | Generative AI Disclosure:
This game utilizes generative AI tools to assist in creating player-facing assets, including base visual artwork, narrative script drafts, and voiceover audio (via ElevenLabs).
All AI-assisted dialogue, visuals, and audio undergo significant manual editing, human curation, and design to ensure high production quality and artistic cohesion before shipping with the game. No live or dynamic generative AI is executed while the game is running. | Ametrine Media | - | Aug 11, 2026 | |
Verilight In-game content artaudiotextcode | Verilight incorporates generative AI as part of its development pipeline for creating draft artwork, music, text, and programming assistance. All AI-generated material is manually reviewed, edited, refined, and integrated by the developer before being included in the final game. Artwork is transformed into the game's pixel-art style, music is manually arranged and adapted for each biome, and code is reviewed and modified before implementation. The game does not generate AI content during gameplay and does not connect to external AI services. | Notter Animations | - | Aug 11, 2026 | |
CURRENTBOUND:Rescue Run In-game content arttext | Pre-generated AI tools were used during development to create some 2D visual assets, including in-game sprites, the application icon, and promotional artwork used on the Steam store page. AI tools also assisted with some English and Japanese text and localization. All outputs were reviewed and, where necessary, edited by the developer before being included. The game does not generate AI content during gameplay and does not connect to external AI services. | Taka | - | Aug 11, 2026 | |
Attention Shoppers In-game content textart | AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team. | Blue Mayonnaise | - | Aug 11, 2026 | |
Packfall Chain Arena In-game content arttext | Portions of this game's 2D artwork — character and enemy sprites, item and orb illustrations, backgrounds, UI decoration, and HUD icons — were created with the assistance of image-generation AI (GPT-image-2), working from the developer's own compositions, reference art, and prompts. Every AI-assisted image was individually selected, post-processed, and reviewed by the developer, and is tracked in an internal asset ledger. Store capsule artwork was produced the same way. Store screenshots are unedited captures of actual gameplay. Visual effects are generated procedurally by the developer's own code without AI. The game contains no AI-generated audio or music. Some in-game text was drafted with AI assistance and edited by the developer. | 往復びんた | - | Aug 11, 2026 |