Generative AI was used in the game's art production for image creation and image enhancement. Generative AI was used to translate the game's localized content.
- Creator
- EskiNott Game Studio
- Reviews
- -
- Added
- Jul 25, 2026
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Generative AI was used in the game's art production for image creation and image enhancement. Generative AI was used to translate the game's localized content.
由于和风素材非常匮乏,作品内有极小部分背景使用日站购买的可商用ai背景(不含人物),和风素材太难找了没办法才用,日站建模场景能买的基本都买了,介意请自行避雷。作品其余素材、角色立绘、cg封面等均无ai。
To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text). Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience.
Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction. All assets, including store images and thumbnails, are NOT AI generated. Images provided to us by Patron supporters may or may not have been created using artificial intelligence.
Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release.
AI tools were used to assist with code development, some in-game text, and marketing visuals. All game design, story direction and gameplay mechanics were created and reviewed by the developer. No AI-generated content is produced in real-time during gameplay.
Some visual assets, audio, and written content used in this game were created or assisted by generative AI and have been reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay.
We use AI only for English Voiceover. It was trained exclusively on the voices of our Ukrainian voice actors. We do not use AI for final art or music. Everything in the game is handcrafted by real people. Check game Credits.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
To create realistic interrogation scenarios in this detective game, this game packages a local, offline LLM to serve as the brain of the NPC suspects. This allows the user to lead the investigation however they like. Generative AI was NOT used to create this game, but an LLM is featured as a main game mechanic in the form of freeform NPC conversation.
For Coding Purposes with Electron
Some of the graphical assets in this game were created using generative AI tools. This includes certain 3D models (characters and props), textures, background illustrations, and UI images; some of the key art on this store page was created the same way. All AI-generated assets were curated, edited, and placed by the developer, and no AI content is generated in real time during gameplay.
部分UI、配音、音乐使用AI生成
Some visual and audio assets in this game were created with the assistance of generative AI tools, then selected, edited, and integrated by the developer.
In the development process of this game, we utilized pre-generated AI tools as follows: * 2D Assets (Backgrounds, Photos, Various Images): After generating base images using AI, we manually added, modified, and processed them before implementing them in the game. * 3D Assets: AI generation was used for some 3D models, and the output models were then manually adjusted and processed before use. * Audio: Generation AI tools (text-to-speech and speech synthesis) were used for some sound effects (SE) and character voices. Please note that we did not use any live-generated AI systems that generate content in real time during game execution.
Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc.
Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality.
AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime.
None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing. Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine.
The game's 2D artwork (character portraits, scenes, backgrounds) and music were created with generative AI tools, then curated and edited by the developer. Parts of the game's code and narrative text were written with AI assistance, under human direction, review and rewriting. All AI-assisted content is pre-generated during development: nothing is generated by AI while you play.
Generative AI was used as a production tool to help create selected visual and audio assets and to assist with refining some written content. The game’s concept, narrative direction, scenes, mechanics, and final presentation were defined, directed, reviewed, and edited by the developer. No content is generated by AI during gameplay.
The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like.
Some background images are generated by Doubao AI.
AI was used in The Canon Keeper for art assets and programming.
Monban uses some AI-assisted tools during development.
Generative AI was used during development to assist in creating some 2D background artwork, character images, item artwork, UI assets, and concept art. These assets were reviewed, edited, adjusted, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer.
本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。 生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。 ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。
This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish.
Our team uses generative AI tools to help develop some in game assets.
Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay.
The game includes pre-generated visual and audio assets created with the assistance of generative AI tools. These include character artwork, environmental backgrounds, music, and singing vocals. All lyrics were written entirely by the developer without the use of generative AI, while the music and vocals were created through a collaborative process involving human creative direction and generative AI tools. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer. The game does not generate content during gameplay and does not send player input to any AI service.
Every visual asset in the game is an open-source, licensed, open-source pixel icon, or a real in-game render. no AI image production. Some of the game codes were written with AI-assisted development tools under the direct supervision of the developer, and localization was human-inspired for all sentences after machine translation initials. There is no real-time AI creation in the game
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
The game's art assets were generated using AI tools. All assets are originally created and contain no infringing content.
all the pictures are generated by artificial intelligence.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team.
Team logos were generated using AI
some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c
AI Used to Generate SOME Game Aspects such as backend simulations and Graphical Textures. ALL AI Usage is Pre-Rendered and approved by Development team before being built into the game.
Some graphical assets (capsule images, etc.) and music tracks were created using AI generation tools. No AI generates content in real time during gameplay. All AI-generated materials were reviewed and selected by a human.
Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game.
本作では、一部の背景画像の制作補助として生成AIを使用しています。 生成された素材は必要に応じて編集・加工を行いゲーム内に実装しています。 シナリオ、ゲームデザイン、演出、ゲーム制作は開発者が行っています。
Art. All 2D art in Wartorn is produced with AI image-generation tools and then selected, edited, retouched and composited by hand by the developer. This covers the character portraits, the scene backgrounds, the ending and gallery illustrations, the achievement icons, and the store capsules, screenshots and trailer, which are derived from that same in-game art. Text. The story, the branching structure and the choice design are the developer's own. AI writing tools were used to assist in drafting the prose and dialogue, and AI translation tools were used to produce the five localizations (English, Traditional Chinese, Simplified Chinese, Russian, Ukrainian). All text is reviewed and edited by the developer before shipping. Audio. Music and sound effects are royalty-free stock audio licensed from Pixabay. They are not generated by the developer using AI tools. Runtime. No content is generated while the game is running. Every asset is final and ships with the build, and the game makes no calls to any AI service.
This game uses AI-generated content in the following ways: Images: AI tools were used to help compose the wine bottle label artwork. Music: AI tools were used to compose the in-game radio music and sound effects.
Some character illustrations were refined using generative AI as an assistive tool based on artwork originally designed and created by the developer. The final artwork was then manually reviewed and edited. Generative AI was also used to assist with the initial English localization, which was subsequently reviewed and revised before implementation in the game.
Generative AI was used during development to assist in creating certain visual assets, dialogue drafts, event text, and marketing artwork. All AI-generated content has been reviewed, edited, and integrated by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Touhou Bansho Cards In-game content arttext | Generative AI was used in the game's art production for image creation and image enhancement.
Generative AI was used to translate the game's localized content. | EskiNott Game Studio | - | Jul 25, 2026 | |
未了情书 In-game content art | 由于和风素材非常匮乏,作品内有极小部分背景使用日站购买的可商用ai背景(不含人物),和风素材太难找了没办法才用,日站建模场景能买的基本都买了,介意请自行避雷。作品其余素材、角色立绘、cg封面等均无ai。 | 橙光游戏 | - | Jul 25, 2026 | |
The Proxy In-game content arttext | To improve development efficiency and creative inspiration, our team integrated AI-assisted tools into the development of the game. We used Claude and GLM as creative partners to help us draft and refine portions of the game's visuals, story, dialogue, and text, as well as to help translate the store page content into different languages (not in-game text).
Please be assured that AI is just one part of our creative process — every piece of content ultimately presented to players, from each word to the overall story, has been carefully designed, reviewed, and revised by our development team to ensure the highest quality and the best gaming experience. | New Bee Studio | - | Jul 25, 2026 | |
Snowed Under | 雪葬 Dev only | Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction.
All assets, including store images and thumbnails, are NOT AI generated.
Images provided to us by Patron supporters may or may not have been created using artificial intelligence. | Chilla's Art | 154 | Jul 25, 2026 | |
Arcanum Collegium In-game content art | Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release. | DonQ Studio | - | Jul 25, 2026 | |
STAMPED In-game content textart | AI tools were used to assist with code development, some in-game text, and marketing visuals. All game design, story direction and gameplay mechanics were created and reviewed by the developer. No AI-generated content is produced in real-time during gameplay. | GrazuleX | - | Jul 25, 2026 | |
Crazy Passengers In-game content artaudiotext | Some visual assets, audio, and written content used in this game were created or assisted by generative AI and have been reviewed, edited, and integrated by the developer. The game does not use AI to generate content during gameplay. | Potato Man | - | Jul 25, 2026 | |
Ministry of Truth: False Memory In-game content audio | We use AI only for English Voiceover. It was trained exclusively on the voices of our Ukrainian voice actors.
We do not use AI for final art or music. Everything in the game is handcrafted by real people. Check game Credits. | IKKOSAMA | 43 | Jul 25, 2026 | |
Realmbound Frontier In-game content art | A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human. | SimProse Studios | - | Jul 24, 2026 | |
Lurks Beneath Live AI text | To create realistic interrogation scenarios in this detective game, this game packages a local, offline LLM to serve as the brain of the NPC suspects. This allows the user to lead the investigation however they like. Generative AI was NOT used to create this game, but an LLM is featured as a main game mechanic in the form of freeform NPC conversation. | MORPH | - | Jul 23, 2026 | |
Vigil: A Knight Story general | For Coding Purposes with Electron | A Story Interactive | - | Jul 23, 2026 | |
4am In-game content art | Some of the graphical assets in this game were created using generative AI tools. This includes certain 3D models (characters and props), textures, background illustrations, and UI images; some of the key art on this store page was created the same way. All AI-generated assets were curated, edited, and placed by the developer, and no AI content is generated in real time during gameplay. | Studio Marigold | 10 | Jul 23, 2026 | |
生计与沉冤 In-game content artaudiotext | 部分UI、配音、音乐使用AI生成 | XGame游戏工作室 | - | Jul 23, 2026 | |
Slotlocked In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools, then selected, edited, and integrated by the developer. | Prussian_lemon | - | Jul 23, 2026 | |
霊障観測シ In-game content artaudio | In the development process of this game, we utilized pre-generated AI tools as follows:
* 2D Assets (Backgrounds, Photos, Various Images): After generating base images using AI, we manually added, modified, and processed them before implementing them in the game.
* 3D Assets: AI generation was used for some 3D models, and the output models were then manually adjusted and processed before use.
* Audio: Generation AI tools (text-to-speech and speech synthesis) were used for some sound effects (SE) and character voices.
Please note that we did not use any live-generated AI systems that generate content in real time during game execution. | CoMuCreator | - | Jul 23, 2026 | |
Stacey's Demise - A Prequel to I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc. | Yomen Tohmaz | - | Jul 23, 2026 | |
空港:最后证人 In-game content arttext | Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality. | HUATY//OFFGRID | - | Jul 23, 2026 | |
Goldhaven Store/marketing codetextart | AI tools were used during development to assist in creating portions of the game's code, text, and 2D artwork, including some store page assets. All AI-assisted content was generated during development and reviewed by the developer. The game does not use AI to generate any content at runtime. | Emre | - | Jul 23, 2026 | |
The Mandate Live AI textcode | None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing.
Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine. | SyntiaGames | - | Jul 23, 2026 | |
The Fixer In-game content artaudiotextcode | The game's 2D artwork (character portraits, scenes, backgrounds) and music were created with generative AI tools, then curated and edited by the developer. Parts of the game's code and narrative text were written with AI assistance, under human direction, review and rewriting. All AI-assisted content is pre-generated during development: nothing is generated by AI while you play. | Pixel Stratégie | - | Jul 22, 2026 | |
Department of Final Judgment In-game content artaudiotext | Generative AI was used as a production tool to help create selected visual and audio assets and to assist with refining some written content. The game’s concept, narrative direction, scenes, mechanics, and final presentation were defined, directed, reviewed, and edited by the developer. No content is generated by AI during gameplay. | Epog Games Studio | - | Jul 22, 2026 | |
A PhD Simulator - Publish & Perish In-game content artcode | The game used AI to generate artwork and code. We are biologists and we do research for living this is to show to others what its like. | Jiri Koubek | - | Jul 22, 2026 | |
Columbus In-game content art | Some background images are generated by Doubao AI. | ZHANG CHUNNING | - | Jul 22, 2026 | |
The Canon Keeper In-game content artcode | AI was used in The Canon Keeper for art assets and programming. | F. D. Long Jr. Studios | - | Jul 22, 2026 | |
Monban: Spirit Gate Dev only | Monban uses some AI-assisted tools during development. | Jack Wilds | - | Jul 22, 2026 | |
Rabbits Hunt 2 In-game content art | Generative AI was used during development to assist in creating some 2D background artwork, character images, item artwork, UI assets, and concept art. These assets were reviewed, edited, adjusted, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Usagi Lab | - | Jul 22, 2026 | |
Fateward In-game content artaudiotext | Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer. | Kamacite | - | Jul 22, 2026 | |
スマートフォン In-game content art | 本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。
生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。
ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。 | OwataStudio | - | Jul 22, 2026 | |
Miranza Futebol Clube In-game content art | This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish. | Porto Inc. | - | Jul 22, 2026 | |
You Broke My Sunshine In-game content art | Our team uses generative AI tools to help develop some in game assets. | YMs_studio | - | Jul 22, 2026 | |
Clean Memories In-game content art | Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay. | DICO Co., Ltd. | - | Jul 21, 2026 | |
While Shifu's Away: Senior Sister, I've Fallen for You! In-game content artaudiotext | The game includes pre-generated visual and audio assets created with the assistance of generative AI tools. These include character artwork, environmental backgrounds, music, and singing vocals. All lyrics were written entirely by the developer without the use of generative AI, while the music and vocals were created through a collaborative process involving human creative direction and generative AI tools. All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer. The game does not generate content during gameplay and does not send player input to any AI service. | GDAN SOFT CO., LTD. | - | Jul 20, 2026 | |
Nine Winters In-game content codetext | Every visual asset in the game is an open-source, licensed, open-source pixel icon, or a real in-game render. no AI image production. Some of the game codes were written with AI-assisted development tools under the direct supervision of the developer, and localization was human-inspired for all sentences after machine translation initials. There is no real-time AI creation in the game | KKIRI Studio | - | Jul 20, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
Warp to Sector One In-game content codetext | The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime. | hextor.Games | 27 | Jul 20, 2026 | |
崇文书院 In-game content art | The game's art assets were generated using AI tools. All assets are originally created and contain no infringing content. | DimDim AI Studio | - | Jul 18, 2026 | |
Visual Novel: There Are No Coincidences Store/marketing art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Jul 18, 2026 | |
Mnema: The Fallen Remembered In-game content art | The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay. | Ukammi | - | Jul 18, 2026 | |
DON'T TURN AROUND In-game content art | Some store artwork and promotional assets were created with the assistance of AI tools. The final game content, gameplay, and mechanics were developed by our team. | Hawks Studios | - | Jul 18, 2026 | |
The Referee Committee Store/marketing art | Team logos were generated using AI | New Page Interactive | - | Jul 18, 2026 | |
Water is Heavy In-game content art | some assets were made by Generative AI and we reworked them such as modeling, visual effect... e.t.c | Dryroad | - | Jul 18, 2026 | |
Built From Nothing In-game content art | AI Used to Generate SOME Game Aspects such as backend simulations and Graphical Textures. ALL AI Usage is Pre-Rendered and approved by Development team before being built into the game. | Wintergrasped | - | Jul 17, 2026 | |
LiLM: Living language model In-game content artaudio | Some graphical assets (capsule images, etc.) and music tracks
were created using AI generation tools.
No AI generates content in real time during gameplay.
All AI-generated materials were reviewed and selected by a human. | Komeppy | - | Jul 17, 2026 | |
ZONE 47 Store/marketing arttext | Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay. | 7trange Play | - | Jul 17, 2026 | |
Findport: Before the Silence In-game content art | This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game. | Bookleaf Games | - | Jul 17, 2026 | |
最上邸R In-game content art | 本作では、一部の背景画像の制作補助として生成AIを使用しています。
生成された素材は必要に応じて編集・加工を行いゲーム内に実装しています。
シナリオ、ゲームデザイン、演出、ゲーム制作は開発者が行っています。 | もこもこ | - | Jul 17, 2026 | |
Wartorn: A Visual Novel of the Ukraine War In-game content arttext | Art. All 2D art in Wartorn is produced with AI image-generation tools and then selected, edited, retouched and composited by hand by the developer. This covers the character portraits, the scene backgrounds, the ending and gallery illustrations, the achievement icons, and the store capsules, screenshots and trailer, which are derived from that same in-game art.
Text. The story, the branching structure and the choice design are the developer's own. AI writing tools were used to assist in drafting the prose and dialogue, and AI translation tools were used to produce the five localizations (English, Traditional Chinese, Simplified Chinese, Russian, Ukrainian). All text is reviewed and edited by the developer before shipping.
Audio. Music and sound effects are royalty-free stock audio licensed from Pixabay. They are not generated by the developer using AI tools.
Runtime. No content is generated while the game is running. Every asset is final and ships with the build, and the game makes no calls to any AI service. | Taiwan1996 | - | Jul 17, 2026 | |
Château Pluie: The New Cellar Keeper In-game content artaudio | This game uses AI-generated content in the following ways:
Images: AI tools were used to help compose the wine bottle label artwork.
Music: AI tools were used to compose the in-game radio music and sound effects. | Rainy | - | Jul 17, 2026 | |
LOOP SYNDROME In-game content arttext | Some character illustrations were refined using generative AI as an assistive tool based on artwork originally designed and created by the developer. The final artwork was then manually reviewed and edited. Generative AI was also used to assist with the initial English localization, which was subsequently reviewed and revised before implementation in the game. | TBCATGAMES | - | Jul 17, 2026 | |
Tiny Cultivation In-game content arttext | Generative AI was used during development to assist in creating certain visual assets, dialogue drafts, event text, and marketing artwork. All AI-generated content has been reviewed, edited, and integrated by the developer before being included in the game. The game does not use live-generated AI content during gameplay. | Chaos Studio | - | Jul 17, 2026 |