Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools
- Creator
- Besir KAYRAN
- Reviews
- -
- Added
- Aug 4, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
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Interactive or runtime AI features disclosed by the developer.
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Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools
Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages.
Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
Generative AI was used to assist with the creation of some visual content.
The game’s store page uses some AI-generated artwork, but the game itself does not contain any AI-generated images.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
Icons, Background Images
During development, generative AI tools were used to help create some visual design elements and background music. The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality. The game does not use AI-driven systems during gameplay.
AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist.
Some images has been generated using AI.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
Some images created using AI for Steam Page.
Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards.
AI mainly used to generate images and icons. Some usage in automated testing.
SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
AI was used during development to help with visual and sound effects.
Some item names and interface translations into languages other than English were created with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D artwork were created with image generation tools, then carefully curated, edited, and composited by hand. Audio was created by people and comes from CC0-licensed sources with attribution. No AI content is generated during gameplay. The game does not generate AI content at runtime, and no player data is ever sent to any AI service.
AI was used to generate code, assets, graphics and sounds.
This game includes some content created with generative AI: the music and sound effects were made using AI audio tools, and the in-game translations for languages other than English and French were produced with AI translation tools. The artwork, game design and gameplay are created by the developer.
In Beast Market, generative AI tools are used during development to assist with the creation of certain game assets. This includes some character and monster artwork, background and UI art, item icons, and certain sound effects. All AI-assisted assets are reviewed, edited, curated, and approved by the development team before being included in the game. All AI-generated content is pre-generated during development and included in the game as fixed assets. Beast Market does not generate AI content during gameplay, nor does it transmit player data to any AI system while the game is being played.
The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running.
Some character art, icons, and store capsule/key-art images in this game were created with the help of generative AI tools (Google Gemini). All AI-generated assets were reviewed, curated, and edited by the developer, and do not misuse third-party copyrighted works. No AI content is generated live for players at runtime — all assets are pre-generated and fixed.
The team uses AI to speed up workflows such as coding and other difficult tasks
Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance.
This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play.
For Localization Texts.
Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play.
The game's graphics and software are powered by artificial intelligence.
This game's code was written with the assistance of generative AI. No AI-generated artwork or audio is used. The visuals are hand-coded by the developer and the music is procedurally generated. AI also assisted with some in-game text and its French translation.
I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work.
The game's fighters are controlled by AI models (LLMs) chosen by the player and reached through their own OpenRouter API key. During a match the model decides the character's actions and writes the short taunts shown on screen (text only). The game does not generate images, audio, music or voices with AI: every character, arena, soundtrack and sound effect is authored in advance and ships with the game. Every AI-generated line goes through an illegal content filter before it is displayed, on the player's computer and again on the server that hosts online matches, and online matches have a report system reviewed by a human team.
Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play.
AI is used to translate/localize this game. AI is used to assist programming of this game.
Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience.
Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually!
Global Plates uses generative AI in limited, development-time ways only: • Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer. • Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools. All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play.
Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up. Some in-game text, imagery, and data were drafted with AI assistance. Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery. Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service. Every AI-assisted asset was directed, reviewed, and approved by a human before shipping.
Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release.
This game uses AI-generated artwork for store page assets, including capsule images, promotional graphics, and character illustrations. The game logo and visual marketing materials were created with the assistance of AI image generation tools. No AI content is generated during gameplay — all in-game content is pre-authored. No third-party AI services are connected during gameplay.
AI tools are used to assist in development, including code, writing, art, and sound effects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Farmous In-game content art | Some in-game assets, including machines, decorations, trees, buildings, harvestable crops, and item icons, were created using AI-assisted tools | Besir KAYRAN | - | Aug 4, 2026 | |
Perfect Place In-game content art | Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material. | Popular Gaming | - | Aug 4, 2026 | |
Texas Oil Baron In-game content artaudiotext | Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators. | Slabon Games | - | Aug 4, 2026 | |
Ballatory In-game content text | This game uses AI-assisted translation for the Steam store page and some in-game UI text. As a solo indie developer with limited resources, AI translation helps make the game accessible to more players and support a wider range of languages. | Mini Fun Games | 71 | Aug 3, 2026 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Soul Shine Unclear art | Generative AI was used to assist with the creation of some visual content. | House Of Stupid | - | Aug 2, 2026 | |
无限数字工厂 Store/marketing art | The game’s store page uses some AI-generated artwork, but the game itself does not contain any AI-generated images. | Starchase Games | - | Aug 2, 2026 | |
Minesweeper Inc. In-game content textartaudio | AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer. | Hazard Lights Games | - | Aug 1, 2026 | |
KN Tower Unclear art | Icons, Background Images | Kricom Network | - | Aug 1, 2026 | |
Idle Bomb Animals In-game content artaudio | During development, generative AI tools were used to help create some visual design elements and background music.
The game engine and all gameplay systems are originally developed by the creator. AI-generated content is reviewed and refined to ensure consistency and quality.
The game does not use AI-driven systems during gameplay. | AGE Inc. | - | Aug 1, 2026 | |
Mystery Box Simulator In-game content art | AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic. | Games Incubator | - | Aug 1, 2026 | |
Mountainhall In-game content artaudio | Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans. | Deepmountain Studios | - | Jul 31, 2026 | |
SHKSHK In-game content art | Generative AI was used during development to create some of the pre-generated images included in the game. All AI-generated content is created in advance and included as static game assets. The game does not generate AI content during gameplay. | JWG | - | Jul 31, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Tiny Chef In-game content art | Some of the placeholder art currently in Tiny Chef was generated with AI tools while the game is in development. It is temporary and is being replaced with final artwork drawn by a human artist. | Brydon Creative Inc. | - | Jul 30, 2026 | |
Documancy Unclear art | Some images has been generated using AI. | Rufus Room | - | Jul 30, 2026 | |
Industrial Mogul In-game content art | Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data. | codebooster | - | Jul 30, 2026 | |
Renz Village Adventure Store/marketing art | Some images created using AI for Steam Page. | Logan Renz | - | Jul 30, 2026 | |
Neo-Exodus: Last Bastion In-game content art | Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards. | GODev Games | - | Jul 30, 2026 | |
Rhodian Exodus In-game content art | AI mainly used to generate images and icons. Some usage in automated testing. | Kostas Kougios | - | Jul 30, 2026 | |
SELF//FORK In-game content art | SELF//FORK used AI to generate the main character from a description. It was later redrawn by human hands, but the initial sketches were AI-generated. | Helen Allien Poe | - | Jul 30, 2026 | |
Pip Sellfish In-game content artaudio | Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Jul 30, 2026 | |
Miners, Moos & Miracles Unclear artaudio | AI was used during development to help with visual and sound effects. | mendlogames | - | Jul 29, 2026 | |
Food Fight In-game content textart | Some item names and interface translations into languages other than English were created
with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D
artwork were created with image generation tools, then carefully curated, edited, and
composited by hand. Audio was created by people and comes from CC0-licensed sources with
attribution. No AI content is generated during gameplay. The game does not generate AI
content at runtime, and no player data is ever sent to any AI service. | Midnight Pixel | - | Jul 29, 2026 | |
Idle Deathworks In-game content artaudiocode | AI was used to generate code, assets, graphics and sounds. | NiutNiut Games | - | Jul 29, 2026 | |
11 pm In-game content audiotext | This game includes some content created with generative AI: the music and sound effects were made using AI audio tools, and the in-game translations for languages other than English and French were produced with AI translation tools. The artwork, game design and gameplay are created by the developer. | Marijenburg | - | Jul 29, 2026 | |
Beast Market In-game content artaudio | In Beast Market, generative AI tools are used during development to assist with the creation of certain game assets. This includes some character and monster artwork, background and UI art, item icons, and certain sound effects. All AI-assisted assets are reviewed, edited, curated, and approved by the development team before being included in the game.
All AI-generated content is pre-generated during development and included in the game as fixed assets. Beast Market does not generate AI content during gameplay, nor does it transmit player data to any AI system while the game is being played. | ShiningStar Inc. | - | Jul 29, 2026 | |
Corsair Fleet Tides of Plunder In-game content arttext | The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay. | Velron Games | - | Jul 29, 2026 | |
Evergreen Clicker In-game content arttextcode | Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running. | Otakulah | - | Jul 27, 2026 | |
TASMON: Taskbar Monsters art | Some character art, icons, and store capsule/key-art images in this game were
created with the help of generative AI tools (Google Gemini). All AI-generated
assets were reviewed, curated, and edited by the developer, and do not
misuse third-party copyrighted works. No AI content is generated live for
players at runtime — all assets are pre-generated and fixed. | ProjectZeta | 75 | Jul 25, 2026 | |
MORS Dev only code | The team uses AI to speed up workflows such as coding and other difficult tasks | Phiality | - | Jul 25, 2026 | |
Core Logistics In-game content art | Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance. | Amber Anchor Studio | - | Jul 23, 2026 | |
Sky Homestead In-game content codeart | This game uses generative AI tools in parts of its development. Some code was written with AI coding assistants, and some marketing and store artwork — including the capsule art and logo — was produced with AI assistance, based on and matched to in-game assets we created ourselves. Some 3D assets were created with AI-assisted tools All screenshots show real gameplay, all AI-assisted output is reviewed by a human before it ships, and no AI-generated content is produced live during play. | MrBongoBong | - | Jul 23, 2026 | |
Autodelve In-game content text | For Localization Texts. | Greyhearth | 10 | Jul 23, 2026 | |
Aquaculture Simulator In-game content arttext | Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play. | Kellwright Studios | - | Jul 23, 2026 | |
Alamet: Interstellar Wars Unclear | The game's graphics and software are powered by artificial intelligence. | ACA Games | - | Jul 23, 2026 | |
Yet Another Incremental Game In-game content codetext | This game's code was written with the assistance of generative AI. No AI-generated artwork or audio is used.
The visuals are hand-coded by the developer and the music is procedurally generated. AI also assisted with some in-game text and its French translation. | Raclette Games | 31 | Jul 23, 2026 | |
Orbisphere In-game content audioart | I built Orbisphere as a solo developer using AI tools under human direction. The soundtrack was created with generative AI music tools, with each track directed, selected, and edited by me. In-game vector artwork was authored with AI assistance from my terrible MS Paint references and designs. All game design, writing, systems, and balance are my own work. | Potoo Studio | - | Jul 22, 2026 | |
Rinha de IA Live AI text | The game's fighters are controlled by AI models (LLMs) chosen by the player and reached through their own OpenRouter API key. During a match the model decides the character's actions and writes the short taunts shown on screen (text only). The game does not generate images, audio, music or voices with AI: every character, arena, soundtrack and sound effect is authored in advance and ships with the game. Every AI-generated line goes through an illegal content filter before it is displayed, on the player's computer and again on the server that hosts online matches, and online matches have a report system reviewed by a human team. | ProdMan | - | Jul 22, 2026 | |
Pull the Lever In-game content artaudio | Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play. | Finback Games | - | Jul 22, 2026 | |
Break the Bank In-game content textcode | AI is used to translate/localize this game.
AI is used to assist programming of this game. | Fen Fen | - | Jul 22, 2026 | |
Corelink Protocol In-game content artaudio | Corelink Protocol uses generative AI as part of its creative workflow, including artwork, sprites, music, and certain development assets. All AI‑assisted content is manually reviewed and refined before being included in the game. No content is generated live during gameplay; everything is pre‑produced to ensure a consistent and curated player experience. | Corelink Studio | - | Jul 22, 2026 | |
ASTERSTEAD In-game content arttextcode | Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running. | LUMICROFT | - | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
Journeybound Idle In-game content artaudio | As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually! | Max Luck Gaming | 26 | Jul 22, 2026 | |
Global Plates In-game content audioart | Global Plates uses generative AI in limited, development-time ways only:
• Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer.
• Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools.
All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play. | FBS Games | - | Jul 22, 2026 | |
Monotony Idle In-game content textart | Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up.
Some in-game text, imagery, and data were drafted with AI assistance.
Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery.
Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service.
Every AI-assisted asset was directed, reviewed, and approved by a human before shipping. | Afterwork Studios LLC | 18 | Jul 22, 2026 | |
Cauldron Cartel In-game content art | Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release. | SHG | - | Jul 22, 2026 | |
TRUMPP VS ELON TYCOON Store/marketing art | This game uses AI-generated artwork for store page assets, including capsule images,
promotional graphics, and character illustrations. The game logo and visual marketing
materials were created with the assistance of AI image generation tools.
No AI content is generated during gameplay — all in-game content is pre-authored.
No third-party AI services are connected during gameplay. | BlackTea Games | - | Jul 22, 2026 | |
Idle Fleet In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Jul 20, 2026 |