Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay.
- Creator
- Mehmet Emin Tellioglu
- Reviews
- -
- Added
- Sep 27, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay.
AI-Assisted Language Translation
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
This game makes use of AI generative video, audio and AI assisted scripting.
AI-assisted tools were used throughout development.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
Generative AI tools were used to assist with some assets.
Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay.
Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
AI was used in the game's development and store promotional materials
Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing.
Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay.
Some artwork, sound effects, music and written content were created with the help of generative AI tools during development, then selected, refined and integrated by the developer.
Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life. The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue. Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play. All AI-generated content was created during development. Nothing is generated live while you play.
Generative AI was used during development to create selected pre-generated visual assets, including environmental, vehicle, map, and marketing artwork. These assets were reviewed and integrated by the development team. No generative AI is used during gameplay.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Some textures were created with AI assistance.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights.
Some images in the game were created using generative AI.
Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI.
AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。 翻訳など外国語への置き換えに使用しています。
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay.
Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio).
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Generative AI tools were used during development to assist with creating artwork and textures, preparing audio, and drafting written content.
Generative AI was used during development to assist in creating and refining some pre-generated artwork, audio elements, text, and localized text. All content included with the game was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay.
Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop.
All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
Sunday Pilot contains no AI-generated art, music, voice or in-game text. Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored. The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated. The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer. The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.
The relevant images have been stylized and optimized using AI.
AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.
Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects. The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs. The game does not generate AI content while running.
Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release.
AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay.
AI was used only for localization from English to other languages.
Generative AI was used solely to create placeholder card artwork during development, allowing the team to focus on refining the gameplay. The final card artwork will be created by human artists.
Some artwork, promotional images, text, and translations were created with AI assistance.
Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TellioBall In-game content artaudio | Generative AI was used to create some visual assets and music for TellioBall. No generative AI is used during gameplay. | Mehmet Emin Tellioglu | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Future Fab Heroes In-game content artaudiocode | This game makes use of AI generative video, audio and AI assisted scripting. | ASU SWAP Hub | - | Sep 26, 2026 | |
Seashell Hoarder Unclear | AI-assisted tools were used throughout development. | Zirve Games | - | Sep 25, 2026 | |
Spirestorm In-game content art | Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay. | nextgenrungames | - | Sep 25, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Stancefolio In-game content artaudiotext | Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay. | TarasFreund | - | Sep 25, 2026 | |
Letters from the Springs Store/marketing artcode | Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding. | Soda Elephant Studio | - | Sep 25, 2026 | |
A Table of Liars In-game content arttext | Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services. | Aulenor | - | Sep 25, 2026 | |
Tower of Hyakki In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running. | SANO_ISAO | - | Sep 25, 2026 | |
SOOT Dev only | Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay. | GR0GZ_GAMES | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Block Barrage Store/marketing | AI was used in the game's development and store promotional materials | Sun Monster FxxL | - | Sep 25, 2026 | |
Remnants of Vaedra: Tales of the Dicebound In-game content artaudiotext | Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing. | Doc Origins LLC | - | Sep 25, 2026 | |
盲拍大亨:黑市货柜 In-game content art | Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay. | daiyongxiang | - | Sep 25, 2026 | |
Solo Cards In-game content artaudiotext | Some artwork, sound effects, music and written content were created with the help of generative AI tools during development, then selected, refined and integrated by the developer. | kaydot23 | - | Sep 25, 2026 | |
Intergalactic Burger Joint In-game content artaudiotext | Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life.
The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue.
Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play.
All AI-generated content was created during development. Nothing is generated live while you play. | Aettir Studios, LLC | - | Sep 25, 2026 | |
Cargo Directorate In-game content art | Generative AI was used during development to create selected pre-generated visual assets, including environmental, vehicle, map, and marketing artwork. These assets were reviewed and integrated by the development team. No generative AI is used during gameplay. | JuTiMa Games | - | Sep 25, 2026 | |
Wildfire Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code. | MonkeyCat Games | - | Sep 25, 2026 | |
Broken Family 1: Mr. Rabbit In-game content art | Some textures were created with AI assistance. | AURORA STUDIO | - | Sep 25, 2026 | |
I Was Reincarnated as a Bosozoku Hamster, So I Became a Racing Champion to Return Home In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Zomboroad In-game content arttextcode | AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights. | ChritzleCraft | - | Sep 25, 2026 | |
Unlucky Duck In-game content art | Some images in the game were created using generative AI. | Oldtushka | - | Sep 25, 2026 | |
Roadshift In-game content artcodetext | Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI. | RVLWorks | - | Sep 25, 2026 | |
供犠層 KYOGI STRATUM 操作員を募集しています Dev only codetext | AIは作者へのプログラミング指導、コーディング、文章の推敲・チェックや、叩き台の作成をしています。
翻訳など外国語への置き換えに使用しています。 | 旧東京 | - | Sep 25, 2026 | |
마왕님, 마왕성은 누가 지켜요? In-game content artaudiotext | This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services. | DK.Lee | - | Sep 25, 2026 | |
Fishball Defence In-game content arttext | Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services. | BitForest | - | Sep 25, 2026 | |
Wobblebound In-game content art | AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay. | Kasperzack Games | - | Sep 25, 2026 | |
Wurzeltiefe In-game content arttextcode | Pre-generated content only; nothing is generated while playing. The painted room backgrounds, the doorway arches, character and creature sprites and the key art (title picture, also the basis of the store capsules) were created with a generative image model (OpenAI gpt-image-2) and then hand-composed, cropped, colour-matched and fitted with collision by the developer. Code, level design and texts were written with AI assistance (Anthropic Claude) under human direction and testing; music is synthesised by the game's own code (no AI audio). — DE: Ausschliesslich vorgenerierte Inhalte, nichts wird während des Spielens erzeugt. Die gemalten Raumhintergründe, Torbögen, Figuren- und Kreaturen-Sprites sowie die Schlüsselgrafik (Titelbild, Grundlage der Shop-Kapseln) wurden mit einem generativen Bildmodell (OpenAI gpt-image-2) erzeugt und anschliessend vom Entwickler von Hand komponiert, beschnitten, farblich abgestimmt und mit Kollision belegt. Code, Leveldesign und Texte sind mit KI-Unterstützung (Anthropic Claude) unter menschlicher Leitung und Prüfung entstanden; die Musik wird vom Spielcode selbst synthetisiert (kein KI-Audio). | AEV Studios | - | Sep 25, 2026 | |
Serious Bara In-game content artaudiotext | Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime. | Emmington Entertainment | - | Sep 25, 2026 | |
I Hate Cuteness In-game content arttext | We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play. | Ennface | - | Sep 25, 2026 | |
Money Burner In-game content artaudiotext | Generative AI tools were used during development to assist with creating artwork and textures, preparing audio, and drafting written content. | Oxalis Studios | - | Sep 25, 2026 | |
Fenrir's Ragnarök In-game content artaudiotext | Generative AI was used during development to assist in creating and refining some pre-generated artwork, audio elements, text, and localized text. All content included with the game was selected, edited, and reviewed by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | IndigoTales | - | Sep 25, 2026 | |
Never Ending Trail In-game content arttext | The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay. | Leonard | - | Sep 25, 2026 | |
Ultimate RPS Championship In-game content artcode | Transparency is important--I built this game with extensive AI use, from coding to visual assets. If that's not your thing, I respect that. The game is free and I have no intention of adding anything in-game to buy. I just wanted to make something fun and see what I could do. Hopefully, it feels like some effort and creativity went into this and it's not just slop. | CLQ Gaming | - | Sep 25, 2026 | |
We Will Die For You In-game content artaudiocode | All content was meticulously reviewed and curated by the developer. Some coding, sound and art were created using AI tools, but all were edited and finalized by the developer. | Front Porch Games, LLC | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 | |
Sunday Fighter Pilot Dev only textcode | Sunday Pilot contains no AI-generated art, music, voice or in-game text.
Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.
The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.
The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.
The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline. | nitzan.games LLC | - | Sep 25, 2026 | |
逸空越崖者 Cliff Trigger Unclear art | The relevant images have been stylized and optimized using AI. | YANG JINWEI | - | Sep 25, 2026 | |
Magnyard Store/marketing textart | AI is used to proofread texts and to help ensure that visual banners for Steam are formatted correctly. | Bakogame | - | Sep 25, 2026 | |
Cozy Burg In-game content artaudio | The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer. | Noise Harbor | - | Sep 25, 2026 | |
Troublelings In-game content audio | Some music tracks included in the game were created using generative AI tools by third-party music providers. These tracks are used under licenses that permit their inclusion in commercial projects.
The game's visual assets, 3D environments, characters, animations and other artwork are primarily human-created assets, including original work and commercially licensed asset packs or free asset packs.
The game does not generate AI content while running. | BRJ | - | Sep 25, 2026 | |
OMG: Oh My Gravity In-game content text | Generative AI was used only to localize text originally written by the developer, and human review will continue up until official release. | WINDUP | - | Sep 25, 2026 | |
高山之旅 In-game content artaudiotext | AI-assisted programming tools were used during development to help write game code. Generative AI was also used to create or assist with portions of the artwork and logo, music, sound effects, written text, and localization in the game and its store and marketing materials. These uses take place during development and content production. The game does not use AI to generate content or code during gameplay and does not connect to external AI services during gameplay. | PANKUNHONG | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
Project Paladin Dev only art | Generative AI was used solely to create placeholder card artwork during development, allowing the team to focus on refining the gameplay. The final card artwork will be created by human artists. | Nebo Games | - | Sep 25, 2026 | |
VOICES LIE In-game content arttext | Some artwork, promotional images, text, and translations were created with AI assistance. | Origin Echo | - | Sep 25, 2026 | |
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 |