AI was used to create some visual assets and makes up less than 1% of the entire game.
- Creator
- [HERROR]
- Reviews
- -
- Added
- Aug 11, 2026
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AI was used to create some visual assets and makes up less than 1% of the entire game.
This game was developed with the assistance of generative AI tools for certain content, including: Some visual art assets (images/textures) Some narrative and story text Programming assistance All AI-generated content has been reviewed, edited, and integrated by the developer to ensure final quality and stylistic consistency.
"AI tools (LLMs and image generators) were used to assist in writing/optimizing C# scripts and generating minor 2D visual assets (e.g., UI or achievement icons). All AI-assisted content was strictly reviewed, modified, and integrated manually by the developer."
Pre-generated AI content: Character voice-over audio was generated using ElevenLabs, and the crow image used in the game's logo was generated using Google Flow. These assets are pre-generated and included in the game; no AI content is generated dynamically during gameplay.
Game includes translations made with AI tools
Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Precinct 2099 uses generative AI as a production tool. Part of the visual material (backgrounds, character art and store images) and the music were created with AI tools and then selected, edited and art-directed by hand by our team. Some of the localisation work is AI-assisted. The story, script, characters and game design are written by humans. The game does not generate any content live while you play: everything ships pre-generated with the build.
All ideas and features of the game where designed by the development team, but AI has been used in the actual generation of the images/textures, smoothing images/textures for final review and release to include the assets seen in the trailer. AI has also been used to find crucial bugs before release of the game.
Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance. Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play.
Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running.
This whole game exists because I wondered whether, with these tools, I could actually make one. Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials. The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers. I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it.
Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release.
Some in-game graphical elements, such as UI surfaces, sprites and icons were created or modified using generative AI tools.
This game uses generative AI tools to help create some of its visual assets, such as background art, characters, and the logo. All such assets were generated during development and were reviewed, curated, and hand-adjusted by the developer before being included in the game. No generative AI runs while you play, and no player input or personal data is ever sent to any AI service.
- sound effects - male/female speeches - some UI elements - models (character)
Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content.
This game uses generative AI in the creation of some graphics, text, and English localization. All AI-generated content has been reviewed and edited by the developer before being used. No generative AI content is created during gameplay.
Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay.
AI-assisted content is created during development, reviewed and hand-curated by the team before it ships; nothing is generated live during gameplay.
We used AI tools to generate several 2D images and art assets used throughout the game.
AI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists.
This game contains pre-generated AI-assisted visual assets. Specifically, the background HDRI environment texture used for lighting/background purposes was created using generative AI. No live-generated AI content is presented to players during gameplay.
Generative AI Usage - Reference for some backgrounds and CG compositions - Editing and proofreading of some text - Assistance with English and Japanese localization All final content was created, reviewed, and/or revised by the developer.
Some ingame UI and Screenshots are Enhanced by AI
Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion. No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services. This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you.
Portions of this game's artwork were created with generative AI tools under human direction, curation, and editing — including aircraft counter sprites, scene illustrations, character portraits, achievement icons, and some store/marketing images. The store trailer's narration is AI-generated voiceover. Some code was developed with AI assistance and human review. The game does not generate any content with AI while running.
No AI-generated images and I made all the music by hand. Some text may be translated with AI.
Some in-game text and store page copy was drafted with an AI assistant and edited by the developer. No generative AI runs in the game or generates content at runtime. All artwork is programmatically composited from photographs taken by the developer.
AI helped with some writing, troubleshooting, localization, and the Steam store page. All art, animation, music, sound effects, and level design were created entirely by me. I reviewed and edited everything AI assisted with, and several translations were also checked by native speakers. The game does not generate AI content during gameplay and does not connect to any external AI services.
Generative AI tools were used as an editorial and localization assistant for some written content in the game and on the Steam store page. All such text is reviewed, revised, and approved by the development team. The game does not use generative AI at runtime.
This game uses generative artificial intelligence in part to improve development efficiency. It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages. However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used.
Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI).
Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development. The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed). No AI runs while you play, and the game never connects to an external AI service.
Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime.
Generative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services.
The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI.
Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used. No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service.
Some assets are AI generated Used AI to troubleshoot code and to translate.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
AI was used to generate graphical assets.
Some models and textures in the game are AI generated to save resources as a solo developer.
The only Ai Artwork used are for the cardboard cut out characters. All the Paintings in the game are my own Oil Paintings.
Some code elements and visual assets in Curse of the Ancient Grimoire were created or refined with the assistance of generative AI tools, including character portraits, monster images, scene illustrations, and store capsule artwork. All AI-assisted assets were reviewed, selected, edited, and integrated by the developer. Generative AI is not used during gameplay to create dynamic content, dialogue, player-facing text, decisions, or game mechanics. Generative AI is not used during gameplay to create dynamic content, dialogue, player-facing text, decisions, or game mechanics.
Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance.
This game uses generative artificial intelligence in its development. Some visual assets — including character sprites, unit artwork, and related game graphics — were created or assisted with generative AI tools and then integrated into the game. AI was also used during development to assist with programming and production workflows. Generative AI is not used to create content live during gameplay. The game does not connect to external AI services while you are playing.
Some visual assets and music in Buzzoria were created with the assistance of generative AI tools.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
Generative AI tools were used during development to assist with selected pre-generated content,including some balance-object artwork, reflective text, localization, store-page copy, and selected marketing artwork. All generated outputs were manually reviewed, curated, and edited by the developer before being included. The game does not use generative AI at runtime and does not generate or modify player-facing content during play.
[Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Prison of Doubles In-game content art | AI was used to create some visual assets and makes up less than 1% of the entire game. | [HERROR] | - | Aug 11, 2026 | |
时空大世界 In-game content arttextcode | This game was developed with the assistance of generative AI tools for certain content, including:
Some visual art assets (images/textures)
Some narrative and story text
Programming assistance
All AI-generated content has been reviewed, edited, and integrated by the developer to ensure final quality and stylistic consistency. | 冷漠乌鸦 | - | Aug 11, 2026 | |
SkyFab In-game content artcode | "AI tools (LLMs and image generators) were used to assist in writing/optimizing C# scripts and generating minor 2D visual assets (e.g., UI or achievement icons). All AI-assisted content was strictly reviewed, modified, and integrated manually by the developer." | Oltimo Games | - | Aug 11, 2026 | |
Outwith In-game content audioart | Pre-generated AI content: Character voice-over audio was generated using ElevenLabs, and the crow image used in the game's logo was generated using Google Flow. These assets are pre-generated and included in the game; no AI content is generated dynamically during gameplay. | Jeff Clark | - | Aug 11, 2026 | |
States of Power In-game content text | Game includes translations made with AI tools | Sarunas | - | Aug 11, 2026 | |
The Dream Of Winning The Lottery In-game content artaudiotextcode | Generative AI tools were used during development to assist with programming, translation/localization, and the creation of most of the game's artwork and music. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Gamjangjangi | - | Aug 10, 2026 | |
Precinct 2099 In-game content artaudiotext | Precinct 2099 uses generative AI as a production tool. Part of the visual material (backgrounds, character art and store images) and the music were created with AI tools and then selected, edited and art-directed by hand by our team. Some of the localisation work is AI-assisted. The story, script, characters and game design are written by humans. The game does not generate any content live while you play: everything ships pre-generated with the build. | ThinkingLiteSoft | - | Aug 10, 2026 | |
Sudoku Mania In-game content art | All ideas and features of the game where designed by the development team, but AI has been used in the actual generation of the images/textures, smoothing images/textures for final review and release to include the assets seen in the trailer. AI has also been used to find crucial bugs before release of the game. | Scadu Games | - | Aug 10, 2026 | |
Detonate & Dash In-game content audiotextart | Some marketing materials for this game were made with generative AI: the trailer's narration uses an AI text-to-speech voice, and parts of this store page were drafted with AI assistance.
Nothing inside the game is AI-generated. The soundtrack is human-composed music licensed for commercial use, all artwork and logos are drawn programmatically by the game's own code, and every screenshot is captured from real gameplay. The game generates no AI content while you play. | Jose Montalvo | - | Aug 10, 2026 | |
FRUITCODE: Choose Me, Love Me! In-game content artaudiotextcode | Pre-generated generative AI was used during development to assist with visual artwork, music, sound effects, spoken audio, narrative and dialogue, and portions of the game code. The developer directed, reviewed, selected, edited, arranged, tested, and integrated the final content. No generative AI content is created while the game is running. | FRUITCODE Studios | - | Aug 10, 2026 | |
Neon Armada - Solar Storm In-game content arttextaudio | This whole game exists because I wondered whether, with these tools, I could actually make one.
Generative AI tools were used to create assets that ship with the game. The 3D ship and enemy models were generated with Meshy AI from my own 2D concept art, and AI tools assisted with in-game text, audio, and parts of the store page and marketing materials.
The design, code and balance are mine — the wave generation, the ship and weapon tuning, the modification link-set system, the campaign structure. Seventeen worlds' worth of hand-tuned numbers.
I'm a solo developer with a full-time job and three kids. The answer to the question turned out to be yes, and this is it. | Faint Signal | - | Aug 10, 2026 | |
Waking Elara In-game content arttext | Some 3D assets in this game were created with the help of AI generation tools, then edited, retextured and integrated by hand. Parts of the written text, including store page copy and in-game text translations, were drafted with AI assistance and reviewed by the developer. No content is generated live while you play, and no AI-generated voice acting is used. Everything is created and checked before release. | MutlakGame | - | Aug 10, 2026 | |
Constellation Clicker In-game content art | Some in-game graphical elements, such as UI surfaces, sprites and icons were created or modified using generative AI tools. | Ákos Hornung | - | Aug 10, 2026 | |
Kubi Meguri In-game content art | This game uses generative AI tools to help create some of its visual assets, such as background art, characters, and the logo. All such assets were generated during development and were reviewed, curated, and hand-adjusted by the developer before being included in the game. No generative AI runs while you play, and no player input or personal data is ever sent to any AI service. | OBORO | - | Aug 10, 2026 | |
Ice Cream Truck Simulator In-game content audioart | - sound effects
- male/female speeches
- some UI elements
- models (character) | B.S.S. | - | Aug 10, 2026 | |
プールサイドの記憶 In-game content artaudiocode | Some assets in this game were created using generative AI tools. The theme song and its stem tracks were generated with Suno and edited by the developer. Some 3D models (the pursuer, corpse and flower props) were generated with Meshy. Some in-game images, such as photographs and posters, were created with image-generation AI. All program code was designed and implemented by the developer, with AI coding assistance. The game contains no live AI-generated content. | SF Create | - | Aug 10, 2026 | |
学園バドる! In-game content arttext | This game uses generative AI in the creation of some graphics, text, and English localization. All AI-generated content has been reviewed and edited by the developer before being used.
No generative AI content is created during gameplay. | のだるきGames | - | Aug 10, 2026 | |
Give Me More Missile! In-game content artaudio | Some of the art and audio assets in this game were created with the assistance of generative AI tools. Specifically, certain 3D models, UI icons, and background music tracks were generated using AI and then reviewed, edited, and integrated by the developer. No AI-generated content is created live during gameplay. | Void Cosmos | - | Aug 10, 2026 | |
Bid Rivals In-game content artaudiotext | AI-assisted content is created during development, reviewed and hand-curated by the team before it ships; nothing is generated live during gameplay. | Crowned Games | - | Aug 10, 2026 | |
Alpha 7: The Last Hope In-game content art | We used AI tools to generate several 2D images and art assets used throughout the game. | WarMov Studios | - | Aug 10, 2026 | |
Tactician In-game content textart | AI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists. | Interlink Games | - | Aug 10, 2026 | |
Recursive Access In-game content art | This game contains pre-generated AI-assisted visual assets. Specifically, the background HDRI environment texture used for lighting/background purposes was created using generative AI. No live-generated AI content is presented to players during gameplay. | Colin Kidwell | - | Aug 10, 2026 | |
Tropical Romance In-game content arttext | Generative AI Usage
- Reference for some backgrounds and CG compositions
- Editing and proofreading of some text
- Assistance with English and Japanese localization
All final content was created, reviewed, and/or revised by the developer. | NewooGames | - | Aug 10, 2026 | |
Operation: Outbreak Idle In-game content art | Some ingame UI and Screenshots are Enhanced by AI | DeadLogics | - | Aug 10, 2026 | |
Operation: Horumus In-game content artaudiotextcode | Operation: Horumus is a "vibe coding" experiment. Most of the game's content — code, game design, pixel art, sound effects, procedural music, narrative writing, and all four language localizations (English, Korean, Japanese, Simplified Chinese) — was developed with extensive use of generative AI tools, under the developer's direction. Every creative and technical decision was made by the developer, and all AI-generated output was reviewed and curated before inclusion.
No AI is invoked during gameplay. The game runs entirely offline and makes no calls to external AI services.
This is a parody experiment, and the use of AI is part of the experiment itself. We disclose it here so you can decide whether that approach is interesting to you. | Park JongHwa | - | Aug 10, 2026 | |
Rotary Knights In-game content artcode | Portions of this game's artwork were created with generative AI tools under human direction, curation, and editing — including aircraft counter sprites, scene illustrations, character portraits, achievement icons, and some store/marketing images. The store trailer's narration is AI-generated voiceover. Some code was developed with AI assistance and human review. The game does not generate any content with AI while running. | ChoiceRealms | - | Aug 10, 2026 | |
Fish Lab In-game content textaudio | No AI-generated images and I made all the music by hand. Some text may be translated with AI. | stonecodes | - | Aug 10, 2026 | |
Irish Sport Manager In-game content text | Some in-game text and store page copy was drafted with an AI assistant and edited by the developer. No generative AI runs in the game or generates content at runtime. All artwork is programmatically composited from photographs taken by the developer. | Loophead Labs | - | Aug 8, 2026 | |
20 Trials to Heaven In-game content text | AI helped with some writing, troubleshooting, localization, and the Steam store page. All art, animation, music, sound effects, and level design were created entirely by me. I reviewed and edited everything AI assisted with, and several translations were also checked by native speakers. The game does not generate AI content during gameplay and does not connect to any external AI services. | Rodel Pacheco | - | Aug 8, 2026 | |
InFlood In-game content text | Generative AI tools were used as an editorial and localization assistant for some written content in the game and on the Steam store page. All such text is reviewed, revised, and approved by the development team. The game does not use generative AI at runtime. | Ilya Maslennikov | - | Aug 8, 2026 | |
勇桜 ~Escape from the Empire~ In-game content audiotext | This game uses generative artificial intelligence in part to improve development efficiency.
It is primarily utilized to assist with programming implementation and development tasks, as well as for generating BGM melodies and assisting in the creation of in-game messages.
However, all final decisions regarding game specifications and quality control are made by the developer, and only AI-generated content that has been reviewed and adjusted by human hands is used. | ChomaGames | - | Aug 8, 2026 | |
Wardspire In-game content artaudio | Pre-rendered content: 2D artwork (character sprites, backgrounds, marketing art) and music were created with the assistance of generative AI tools, then manually curated, edited and composited by the developer. The game does not generate any content at runtime (no live AI). | SoftForge IT Kft. | - | Aug 8, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
Helion Conflict In-game content art | Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime. | GoraGames | - | Aug 8, 2026 | |
Dungeon Sookuma In-game content arttext | Generative AI tools were used to assist in creating and refining some pre-generated visual assets, narrative text, localization, and store/marketing artwork. All AI-assisted content was reviewed, edited, and curated by Plants Game. No content is generated during gameplay, and the game does not connect to external AI services. | 플랜츠게임 | - | Aug 8, 2026 | |
Across Crime In-game content artaudio | The use of AI in the game is temporary: logo, cover art, icons, music... Everything is being developed with professionals without the use of AI. | Vanesa Gomez | - | Aug 8, 2026 | |
宿の掟 / Rules of the Inn In-game content artaudio | Some image assets (such as the apparitions and the hanging scroll artwork) and some audio assets (music and sound effects) in this game were created using generative AI. All generated material was selected and edited by the developer before use, and only models licensed for commercial use were used.
No generative AI runs while you play. Everything shipped in the game is pre-generated and fixed, and the game never sends your input to an AI service. | Pekomaro | - | Aug 8, 2026 | |
Idle Castellan In-game content artcodetext | Some assets are AI generated
Used AI to troubleshoot code and to translate. | mN GamiN | - | Aug 8, 2026 | |
Card duel : Black rite In-game content artaudio | Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay. | Uya | - | Aug 8, 2026 | |
PartyScape Chronicles In-game content art | AI was used to generate graphical assets. | Xonzer! | - | Aug 8, 2026 | |
Seemed Logical In-game content art | Some models and textures in the game are AI generated to save resources as a solo developer. | Budget Milk Entertainment | - | Aug 8, 2026 | |
Liminal Space Holiday In-game content art | The only Ai Artwork used are for the cardboard cut out characters.
All the Paintings in the game are my own Oil Paintings. | Ravenhome Studios | - | Aug 8, 2026 | |
Curse of the Ancient Grimoire In-game content art | Some code elements and visual assets in Curse of the Ancient Grimoire were created or refined with the assistance of generative AI tools, including character portraits, monster images, scene illustrations, and store capsule artwork. All AI-assisted assets were reviewed, selected, edited, and integrated by the developer.
Generative AI is not used during gameplay to create dynamic content, dialogue, player-facing text, decisions, or game mechanics.
Generative AI is not used during gameplay to create dynamic content, dialogue, player-facing text, decisions, or game mechanics. | Jiri Sladek | - | Aug 8, 2026 | |
Harvesys: Farming Factory In-game content audioarttext | Some BGM are AI-generated. Additionally, some textures were AI-generated based on human designs and fully refined by hand. AI tools were also used for translation and general development assistance. | W77Games | - | Aug 8, 2026 | |
Next Level: Tower Defense In-game content artcode | This game uses generative artificial intelligence in its development.
Some visual assets — including character sprites, unit artwork, and related
game graphics — were created or assisted with generative AI tools and then
integrated into the game. AI was also used during development to assist with
programming and production workflows.
Generative AI is not used to create content live during gameplay. The game
does not connect to external AI services while you are playing. | Ronnie | - | Aug 8, 2026 | |
Buzzoria In-game content artaudio | Some visual assets and music in Buzzoria were created with the assistance of generative AI tools. | Andrew Bro | - | Aug 8, 2026 | |
GO, STOP In-game content artaudiotext | All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way. | Moon Shin Ho | - | Aug 8, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | KMS STUDIO | - | Aug 8, 2026 | |
BeBalance In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated content,including some balance-object artwork, reflective text, localization, store-page copy, and selected marketing artwork. All generated outputs were manually reviewed, curated, and edited by the developer before being included. The game does not use generative AI at runtime and does not generate or modify player-facing content during play. | Starray | - | Aug 8, 2026 | |
Damage Xiangqi In-game content codeaudioart | [Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Aug 8, 2026 |