This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
- Creator
- CrSmoke86
- Reviews
- -
- Added
- Jun 3, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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This game uses AI-generated content for card artwork and visual assets. Some translations were assisted by AI tools and reviewed for accuracy.
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。
Some card images use AI art as reference.
During the development process, procedural- and AI-based tools were used to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own team. We do not knowingly use any AI-generated content that infringes on existing copyrighted works.
Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay.
Some game screen content
During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas. As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience. Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me. I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game. Thank you sincerely for your understanding, your interest in the project, and your support of independent game development.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design. Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines.
AI is used to help with Chinese-Simplified translation
This game utilizes AI to generate some simple assets
The game uses generative AI solely for the creation of certain visual and text assets. AI does not affect gameplay, player behavior, or core game mechanics.
In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process.
该游戏使用AI辅助制作部分插画
Bugs in the code were located via AI.
Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools.
As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement.
As a small indie studio, we use generative AI tools to assist in parts of our art creation process. This helps us improve the quality and consistency of artwork while allowing our team to work more efficiently. All AI-assisted content is reviewed, refined, and integrated by our developers to ensure it meets the artistic vision and quality standards of the game.
Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology.
I have used AI Image generation for Illustration and Icons.
This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools.
Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music.
The developers describe how their game uses AI Generated Content like this: We used generative AI to help create the level layouts and parts of the game code. Everything was then tweaked, edited, and put together by us. All gameplay and design decisions are fully human-made.
Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game.
Beyond the Fracture contains both pre-generated and live-generated AI content. Pre-generated AI content: Some visual, audio, and voice assets were generated with AI tools during development and reviewed, edited, and curated by the developers before being included in the game. This includes selected construct opponent portraits, spoken name clips, character histories, and HERALD-7 commentary voice clips in German and English. Live-generated AI content: During first-time onboarding, the game uses external AI services to generate three candidate player identities live. Each identity includes a generated profile portrait and a generated spoken name introduction. The profile portraits are additionally guided by internal short character descriptions generated from predefined archetypes and prompt templates. This live generation is constrained by predefined prompts, fixed character archetypes, a controlled name system, and no free-form text input from players. The player selects one of the three generated identities. The chosen identity cannot be changed during the current Playtest, and repeated regeneration is not available during normal gameplay. No live AI generation occurs during normal matches after onboarding.
A note on AI-generated content Tilting is a solo project. The code, design, gameplay systems, AI opponents, game logic, and writing are entirely my own. The visual and audio content is not. Virtually all of it originated in generative AI tools. Specifically, AI was used for: store-page artwork (capsules, library art, hero), in-game art (character portraits, card art, venue art, UI elements), achievement icons, music, and sound effects. My role on the non-code side was overwhelmingly that of a curator — prompting, regenerating, and iterating across different AI tools until the output fit the game's identity. I draw enough to make minor tweaks here and there on individual visual pieces; for the music it was mostly tool-shopping until something landed right. But the volume of art and audio this game ships with is far beyond what I could produce or commission as a solo developer, and the bulk of every non-code asset originated in AI.
We use AI assistance for translation and dictionary creation. Everything is ultimately reviewed by humans, so you can rest assured.
This games uses generative artificial intelligence to create graphics and code.
This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project.
AI was used during development to assist with code generation, some graphical assets, and selected music or audio elements. All content was reviewed and edited by the developer before being included in the game.
Some of game art and music is basically IA generated and them modified by designers to match some quality standards
ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically: - Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer. - In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years). - Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant. Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored. ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.
Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement. AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer. Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services.
Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools. The following content was created with AI assistance: - Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer. - Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion. - Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion. - Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer. The following content was NOT created with AI: - Game design and rules - Music - Final QA and gameplay tuning No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
Generative artificial intelligence was partially used to create the game’s soundtrack and graphics
Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience.
Images on the playing cards and translations into multiple languages.
Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists.
Parts of the game's code and images were created using generative AI.
Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay.
Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance.
The voice lines & some images in the game were generated using AI. Store page art is also generated using AI.
This game contains content created with the assistance of generative AI tools: Artwork: Some visual assets were generated using AI image tools as a starting point, then edited and refined by the developer. All final in-game artwork has been reviewed, modified, and approved by human hands. Music & Sound Effects: Background music and sound effects were created using AI-based music generation tools, then selected and curated by the developer. Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish, and Russian were produced with AI translation tools and reviewed by the developer. Simplified Chinese and English were authored directly by the developer. Store Page Copy: Portions of the store page description were drafted with AI writing assistance and finalized by the developer. No generative AI runs during gameplay. The AI opponent in single-player mode uses rule-based logic, not generative AI.
Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running.
Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created.
Pre-rendered background images and some UI cosmetic elements were created with the help of AI generation tools.
The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans.
All content, except for gameplay and text, is created using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
RPS Rumble! In-game content arttext | This game uses AI-generated content for card artwork and visual assets.
Some translations were assisted by AI tools and reviewed for accuracy. | CrSmoke86 | - | Jun 3, 2026 | |
城市派对 In-game content audioart | Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game. | Jieqi Network | - | Jun 3, 2026 | |
弈统三国:三国五子棋 In-game content art | 部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。 | 灵性野 | - | Jun 3, 2026 | |
Booya! In-game content art | Some card images use AI art as reference. | Cosmin Suna | - | Jun 3, 2026 | |
Drumfire Unclear | During the development process, procedural- and AI-based tools were used to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own team.
We do not knowingly use any AI-generated content that infringes on existing copyrighted works. | Lab 47 | - | Jun 3, 2026 | |
Abyssfall: The Black Citadel In-game content art | Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay. | Nightveil Game Studio | - | Jun 3, 2026 | |
LUREFOLD Unclear | Some game screen content | Fisher | - | Jun 3, 2026 | |
Totoball 2 In-game content artaudiocode | During the development of this game, artificial intelligence tools were used to assist with various aspects of production, including the creation of the store artwork, menu graphics, team crest images, parts of the C# programming, music composition, and the generation and refinement of game ideas.
As an independent developer, I work alone on every aspect of this project. For quite some time, I have used tools such as ChatGPT and Codex to support my workflow, helping me increase productivity and allowing me to dedicate more time to improving the overall game experience.
Despite this technological assistance, all creative decisions, project direction, final implementation, and supervision of every stage of development were carried out by me.
I believe that artificial intelligence is a valuable tool that can help independent developers bring their ideas to life more efficiently. I hope the use of these tools will be seen as part of a modern development process rather than as a deciding factor in whether or not to purchase the game.
Thank you sincerely for your understanding, your interest in the project, and your support of independent game development. | Artur Rezende | - | Jun 3, 2026 | |
Baccarat Strada: Ultimate Baccarat Punto Banco Simulator & Trainer Store/marketing textart | AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay. | TheVegasLab.com | - | Jun 3, 2026 | |
Hold'em Fold'em Poker In-game content artcode | Generative AI tools were used during development to assist with portions of the game’s code and to create some visual assets. All AI-generated content has been reviewed and modified by the development team to ensure quality and consistency with the game’s design.
Where possible, we prioritize the use of original, human-created assets. We take care to ensure that all content included in the game complies with applicable intellectual property and content guidelines. | Longdog Games | - | Jun 3, 2026 | |
Gamba God In-game content text | AI is used to help with Chinese-Simplified translation | Tea Bone Studio | - | Jun 3, 2026 | |
真假股神 In-game content art | This game utilizes AI to generate some simple assets | Alexcured | - | Jun 3, 2026 | |
Final Shelter In-game content arttext | The game uses generative AI solely for the creation of certain visual and text assets.
AI does not affect gameplay, player behavior, or core game mechanics. | Syndicate Corp. | - | Jun 3, 2026 | |
Boardcraft: Crokinole In-game content audio | In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process. | Boardcraft Studios | - | Jun 3, 2026 | |
少女终端 Store/marketing art | 该游戏使用AI辅助制作部分插画 | 齿轮游戏 | 29 | Jun 3, 2026 | |
Cambiando Dev only code | Bugs in the code were located via AI. | Undeadmitten | - | Jun 3, 2026 | |
Meow Over Moo In-game content art | Some visual assets used on this Steam page were edited or retouched using AI-assisted tools, and the achievement icons were created using generative AI / AI-assisted tools. | Flipped Cat | - | Jun 3, 2026 | |
The Last Roll Dev only artcode | As a poor indie developer, on one hand, I’m grateful that AI has lowered my costs and improved my efficiency. On the other hand, I’m very aware of its limitations, so I use it only within a very limited scope. Specifically, it is mainly used to assist with programming and art design. The generated content is never directly put into the game—it always undergoes manual review and refinement. | G^ | - | Jun 3, 2026 | |
Slammo In-game content art | As a small indie studio, we use generative AI tools to assist in parts of our art creation process. This helps us improve the quality and consistency of artwork while allowing our team to work more efficiently. All AI-assisted content is reviewed, refined, and integrated by our developers to ensure it meets the artistic vision and quality standards of the game. | Annoyed Studio | - | Jun 3, 2026 | |
Monster Tactic In-game content textart | Some of the text descriptions on the game’s store page, certain in-game localization texts, and some images used in the test version were generated with the help of AI technology. | KBZ Studio | - | Jun 3, 2026 | |
Crisis Commander: Strait Of Hormuz In-game content art | I have used AI Image generation for Illustration and Icons. | Kra Kra Games | - | May 23, 2026 | |
Kick The Dungeon In-game content art | This game uses generative artificial intelligence (AI) to create some of its visual art assets. Certain in-game images and illustrations were partially generated with the assistance of AI-based painting tools. | Fortuity Studio | - | May 23, 2026 | |
BrightGlade Tales In-game content artaudio | Visual assets in the game, including static and animated artwork, were created using generative AI tools. Generative AI was also used during the creation of the game's music. | Massive Mustache | - | May 23, 2026 | |
Hungry Hangry Doodles In-game content textcode | The developers describe how their game uses AI Generated Content like this:
We used generative AI to help create the level layouts and parts of the game code. Everything was then tweaked, edited, and put together by us.
All gameplay and design decisions are fully human-made. | Maple Taco | - | May 23, 2026 | |
Monster Meadows In-game content art | Generative AI tools were used during the development process to assist in 2D artwork (such as UI elements, icons, and promotional images). All AI-generated assets are pre-rendered and have been manually reviewed and modified by the developer before being integrated into the final game. | Aysimus Games | - | May 23, 2026 | |
Beyond the Fracture Live AI artaudiotext | Beyond the Fracture contains both pre-generated and live-generated AI content.
Pre-generated AI content:
Some visual, audio, and voice assets were generated with AI tools during development and reviewed, edited, and curated by the developers before being included in the game. This includes selected construct opponent portraits, spoken name clips, character histories, and HERALD-7 commentary voice clips in German and English.
Live-generated AI content:
During first-time onboarding, the game uses external AI services to generate three candidate player identities live. Each identity includes a generated profile portrait and a generated spoken name introduction. The profile portraits are additionally guided by internal short character descriptions generated from predefined archetypes and prompt templates.
This live generation is constrained by predefined prompts, fixed character archetypes, a controlled name system, and no free-form text input from players. The player selects one of the three generated identities. The chosen identity cannot be changed during the current Playtest, and repeated regeneration is not available during normal gameplay.
No live AI generation occurs during normal matches after onboarding. | Turning Rook Games | - | May 23, 2026 | |
Tilting In-game content artaudio | A note on AI-generated content
Tilting is a solo project. The code, design, gameplay systems, AI opponents, game logic, and writing are entirely my own. The visual and audio content is not. Virtually all of it originated in generative AI tools.
Specifically, AI was used for: store-page artwork (capsules, library art, hero), in-game art (character portraits, card art, venue art, UI elements), achievement icons, music, and sound effects.
My role on the non-code side was overwhelmingly that of a curator — prompting, regenerating, and iterating across different AI tools until the output fit the game's identity. I draw enough to make minor tweaks here and there on individual visual pieces; for the music it was mostly tool-shopping until something landed right. But the volume of art and audio this game ships with is far beyond what I could produce or commission as a solo developer, and the bulk of every non-code asset originated in AI. | Low Light Games | - | May 23, 2026 | |
WORJONG In-game content text | We use AI assistance for translation and dictionary creation.
Everything is ultimately reviewed by humans, so you can rest assured. | Circle KEN | - | May 23, 2026 | |
Poker Double or Nothing In-game content artcode | This games uses generative artificial intelligence to create graphics and code. | $2 games | - | May 23, 2026 | |
Memo R.I.P. In-game content audioarttext | This game uses generative AI to create some of its audio, visual, and localization content. The music was generated with AI tools, certain sound effects were produced using AI-based audio synthesis, and some in‑game images and artwork were created with the assistance of generative AI. Part of the game's translations were also assisted by AI. All content has been manually reviewed, edited, and adapted to maintain the artistic and narrative coherence of the project. | Divine Magic Games | - | May 23, 2026 | |
SHULERO – Dice Roguelike In-game content artaudiocode | AI was used during development to assist with code generation, some graphical assets, and selected music or audio elements. All content was reviewed and edited by the developer before being included in the game. | Airem | - | May 23, 2026 | |
Portucale Sword and Subtlety In-game content artaudio | Some of game art and music is basically IA generated and them modified by designers to match some quality standards | Pedro Nuno Lemos | - | May 23, 2026 | |
ARB: Alien Races Battle In-game content arttextcode | ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:
- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.
- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).
- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.
Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.
ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets. | Raphael Tremblay | - | May 23, 2026 | |
Waywardens Dev only artcode | Generative AI tools were used as part of the development workflow for programming assistance, debugging support, implementation planning, and visual refinement.
AI-assisted visual workflows were used to explore, refine, or produce some visual elements. All such content was reviewed and integrated manually by the developer.
Waywardens does not use live generative AI during gameplay. The game does not generate AI content at runtime and does not send player input to AI services. | Meehnior | - | May 23, 2026 | |
Billionaire MAX In-game content codeartaudiotext | Billionaire MAX is an indie game where the core game design, mechanics, balance, and creative direction were authored by the developer, while the implementation work was assisted by AI tools.
The following content was created with AI assistance:
- Source code: Game logic, UI, networking, and other code was written with the help of AI coding assistants. All code was reviewed, tested, and integrated by the developer.
- Visual assets: Achievement icons, sector illustrations, and in-game card art were generated with AI image generation tools. The developer curated, edited, and selected every asset before inclusion.
- Sound effects: Created with AI audio generation tools. The developer curated and selected each sound effect before inclusion.
- Localization: Initial drafts of English, Korean, and Simplified Chinese translations were produced with AI assistance, then proofread and refined by the developer.
The following content was NOT created with AI:
- Game design and rules
- Music
- Final QA and gameplay tuning
No AI generation occurs at runtime. The game does not invoke any AI service during gameplay; players never see content produced live by AI. | Bunijia | - | May 23, 2026 | |
Janggi Store/marketing art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | May 23, 2026 | |
Grim Dice In-game content audioart | Generative artificial intelligence was partially used to create the game’s soundtrack and graphics | ZFteam | - | May 23, 2026 | |
Heart Duels In-game content artaudio | Heart Duels is a solo-developed game. I use AI-assisted tools for some art and audio. All assets are curated and integrated by me to create a cohesive experience. | Encased Heart | - | May 23, 2026 | |
Match Cards: Football In-game content arttext | Images on the playing cards and translations into multiple languages. | PlayeRom | - | May 23, 2026 | |
Problematic In-game content art | Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists. | Galactrex Studios | - | May 23, 2026 | |
Stop slacking In-game content artcode | Parts of the game's code and images were created using generative AI. | Hyx | - | May 23, 2026 | |
Paskahousu Store/marketing art | Store capsule and promotional artwork was created with the assistance of generative AI image tools. No AI content is generated during gameplay. | Vaara Games | - | May 23, 2026 | |
Scoundrel In-game content art | Some game artwork was generated with the assistance of AI, including monster sprites and a portion of achievement icons. These assets were then manually reviewed and edited to fit the game's pixel-art style. Store page descriptions were co-written with AI assistance. | senator.ovh | - | May 23, 2026 | |
Fool's Pub In-game content audioart | The voice lines & some images in the game were generated using AI.
Store page art is also generated using AI. | NOSTRA.GAMES | - | May 23, 2026 | |
17 Steps In-game content artaudiotext | This game contains content created with the assistance of generative AI tools:
Artwork: Some visual assets were generated using AI image tools as a starting
point, then edited and refined by the developer. All final in-game artwork
has been reviewed, modified, and approved by human hands.
Music & Sound Effects: Background music and sound effects were created using
AI-based music generation tools, then selected and curated by the developer.
Localization: Translations for Japanese, Korean, Traditional Chinese, Spanish,
and Russian were produced with AI translation tools and reviewed by the
developer. Simplified Chinese and English were authored directly by the
developer.
Store Page Copy: Portions of the store page description were drafted with AI
writing assistance and finalized by the developer.
No generative AI runs during gameplay. The AI opponent in single-player mode
uses rule-based logic, not generative AI. | SmilingMiles | - | May 23, 2026 | |
PROMulti-TableTournament Store/marketing art | Some pre-generated visual assets used for the Steam store page and promotional materials were created with the assistance of generative AI. No live-generated AI content is used during gameplay, and the game does not connect to external AI services while running. | GONGXIN | 11 | May 23, 2026 | |
Gridhammer In-game content audio | Some music tracks in Gridhammer were composed using AI music generation tools (Suno). All other game content including artwork, writing, and game design is human-created. | Pixel Forge Entertainment, LLC. | - | May 23, 2026 | |
0KEY! In-game content art | Pre-rendered background images and some UI cosmetic elements were created with the help of AI generation tools. | deVop Games | - | May 23, 2026 | |
Storm The Field Dev only | The only AI that was used for this game was placeholders and for research into the Norwegian culture. Everything else was designed and produced by humans. | Acharya Studios | - | May 23, 2026 | |
To-Doodle In-game content artaudio | All content, except for gameplay and text, is created using AI. | LIU JIEYI | - | May 23, 2026 |