AI was used during development as an assistant for coding and polishing written content.
- Creator
- Banyakarya
- Reviews
- -
- Added
- Jun 12, 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.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI was used during development as an assistant for coding and polishing written content.
AI technology is used to create all character image assets for this game.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
The localization of store pages is done by generative AI.
Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible.
This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content.
Generative AI tools were used to assist with drafting and editing store page text. All final text is reviewed, selected, and edited by the developer before publication. The game does not include live-generated AI content during gameplay and does not connect to external AI services.
The game's music and art assets were modified based on generative artificial intelligence.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.
This game contains a neural network model.
Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay
After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them. Similarly, certain background music pieces were developed with the help of generative AI tools. Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration.
Some visual assets in this game were created with the assistance of generative AI tools. AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content. The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions. AI was not used for writing or audio purposes.
Generative AI video tools were used to assist in creating some trailer and marketing video materials. The game itself does not use live-generated AI content.
Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow. Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game. The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page.
Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer.
This game was developed with the assistance of generative artificial intelligence (AI) tools to help a solo developer complete the project. Specific uses of AI include: 1. Art Assets: Some visual assets in the game, such as background images and UI elements, were created with the assistance of AI image generation tools. 2. Code and Logic Assistance: The basic code framework and certain gameplay logic scripts were developed with the assistance of AI coding tools. This game does not contain any real-time AI-generated content. All game assets and content were generated in advance, manually reviewed by the developer, and packaged as fixed content within the game.
The background music (BGM) in this game is AI-generated.
The sole background image in the game is AI-generated.
ai assisted programming and level testing
本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。 游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。
Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages.
Some visual assets used for HackMeNow’s Steam store page, community assets, and marketing materials were created with the assistance of generative AI tools and then reviewed/selected by the developer. The game itself does not use live generative AI during gameplay. No AI system generates player-facing text, images, audio, code, missions, or other dynamic content while the game is being played.
All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer.
This game uses generative AI in the following ways: Art and Visual Assets (Pre-Generated): Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build. All AI-generated content has been produced using models and tools that the developer has the right to use commercially.
SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team. The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files.
Clairval uses AI in the following limited ways: 1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations. 2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in). Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server.
Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer.
This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page. Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months.
AI-Assisted Production
Some images and text have been generated
Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime.
VainGraphics is a local AI workspace application. Its core functionality heavily utilizes live-generated AI content, allowing users to run Large Language Models (LLMs) to generate text, stories, and code snippets, as well as image generation models to create local artwork. All generative processes run locally on the user's hardware.
Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI.
The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime.
This game includes pre-generated content made with the assistance of generative AI tools, including some visual assets, audio/sound effects, text, localization, and other production materials. AI tools were also used during development to support programming and production workflows. All AI-assisted content included in the game has been manually reviewed and refined by the development team. The game does not generate AI content during gameplay.
This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay.
Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay.
Generative AI tools were used during parts of the development process.
This game is based on the novel "The Right of Choice" by Zep Forever. The game features original writing and storylines created by the author. All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build.
The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools.
Generative AI tools were used to assist with certain promotional artwork, visual assets and marketing materials.
Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer. Some assets may be replaced or redrawn in future versions during development. Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer. This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project.
This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API.
This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services.
Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game.
FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience: Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision. Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network. We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods
Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Buy High Sell Low Stock Trading Simulator Dev only textcode | AI was used during development as an assistant for coding and polishing written content. | Banyakarya | - | Jun 12, 2026 | |
林西物语——放置武侠村 In-game content art | AI technology is used to create all character image assets for this game. | Hat-Soft | - | Jun 12, 2026 | |
The Night Shift | Dalam Kelam In-game content art | We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented. | T55 Arthouse | - | Jun 12, 2026 | |
Footballogy In-game content text | The localization of store pages is done by generative AI. | BRANE | - | Jun 11, 2026 | |
暗层 In-game content art | Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible. | 暗格工作室 | - | Jun 11, 2026 | |
最中幻想 The RIGHT Fantasy — LLM-Driven Text World Engine Live AI text | This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content. | TU HENGYU | - | Jun 11, 2026 | |
Log of Adventurers Store/marketing text | Generative AI tools were used to assist with drafting and editing store page text. All final text is reviewed, selected, and edited by the developer before publication.
The game does not include live-generated AI content during gameplay and does not connect to external AI services. | 张曦 | - | Jun 11, 2026 | |
字里行间 In-game content artaudio | The game's music and art assets were modified based on generative artificial intelligence. | DuskSwan | - | Jun 10, 2026 | |
Portalborn Dev only | AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay. | TheHand | 50 | Jun 10, 2026 | |
FlyMuse Unclear | This game contains a neural network model. | XieXing Game | - | Jun 10, 2026 | |
Wordy Space In-game content arttext | Some visual assets (such as store page graphics, backgrounds, and UI elements) and the localization/translation of the game's user interface were created with the assistance of generative AI tools. All core gameplay mechanics and code are strictly human-made, and no live AI content generation occurs during gameplay | LongKey Studios | - | Jun 10, 2026 | |
The Kuon Island Nursery Rhyme Murders: Case Notes In-game content artaudio | After I personally finalized the design phase, some art assets were first rendered using generative AI tools, and I then manually refined and detailed them.
Similarly, certain background music pieces were developed with the help of generative AI tools.
Should you have any concerns about these methods, please feel free to experience the game according to your own preferences. Thank you for your understanding and consideration. | Renka | - | Jun 9, 2026 | |
도깨비의 밤 In-game content art | Some visual assets in this game were created with the assistance of generative AI tools.
AI-assisted content includes some capsule images and promotional images used on the Steam store page, as well as some in-game background images, item icons, and UI images. The generated results were selected, edited, and adjusted by the developer to match the game's atmosphere and content.
The game does not use live-generated AI during gameplay. It does not include any feature where AI generates text, images, voice, music, or other content in response to player input while the game is running. | Taleway | - | Jun 9, 2026 | |
The Pigment In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 9, 2026 | |
The Disappearing Municipality Worker In-game content art | Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions.
AI was not used for writing or audio purposes. | Big Greg Games | - | Jun 9, 2026 | |
Sweet Clockwork Store/marketing art | Generative AI video tools were used to assist in creating some trailer and marketing video materials. The game itself does not use live-generated AI content. | Team D.T.R | - | Jun 9, 2026 | |
WBS26 In-game content arttext | Generative AI tools may be used during the development and marketing of WBS26 to assist with concept art, promotional images, placeholder visual materials, character portraits, text editing, localization support, and production workflow.
Some character portraits or visual assets may be created or assisted by generative AI tools and then reviewed, selected, and edited by the developer before being included in the game.
The game does not use generative AI to create gameplay content in real time for the player. AI-assisted materials are reviewed and edited by the developer before being included in the game or on the Steam store page. | Maksym Lohvynenko | - | Jun 8, 2026 | |
Ticker Panic In-game content audioarttext | Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer. | Leveraged Interactive | - | Jun 8, 2026 | |
人生记事簿:Life Memoirs In-game content artcode | This game was developed with the assistance of generative artificial intelligence (AI) tools to help a solo developer complete the project.
Specific uses of AI include:
1. Art Assets: Some visual assets in the game, such as background images and UI elements, were created with the assistance of AI image generation tools.
2. Code and Logic Assistance: The basic code framework and certain gameplay logic scripts were developed with the assistance of AI coding tools.
This game does not contain any real-time AI-generated content. All game assets and content were generated in advance, manually reviewed by the developer, and packaged as fixed content within the game. | 悦文Yuewen | - | Jun 8, 2026 | |
娱游暇日 In-game content audio | The background music (BGM) in this game is AI-generated. | 芝兰之室 | - | Jun 6, 2026 | |
南京大屠杀:拉贝日记-Nanjing Massacre: John Rabe's Diary In-game content art | The sole background image in the game is AI-generated. | yitian studio | - | Jun 6, 2026 | |
Funge Dev only code | ai assisted programming and level testing | NoodleStorm | - | Jun 6, 2026 | |
时光枝的秋叶 In-game content artaudiotext | 本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。
游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。 | 星野修&雕小满 | - | Jun 5, 2026 | |
Hacker's Journey In-game content textart | Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages. | Electric Heart | - | Jun 5, 2026 | |
HackMeNow Store/marketing art | Some visual assets used for HackMeNow’s Steam store page, community assets, and marketing materials were created with the assistance of generative AI tools and then reviewed/selected by the developer.
The game itself does not use live generative AI during gameplay. No AI system generates player-facing text, images, audio, code, missions, or other dynamic content while the game is being played. | AngrySysOps | - | Jun 5, 2026 | |
The Curiosity Clerk In-game content art | All AI art assets within the game were generated using Adobe Firefly, ensuring full commercial compliance. The prompts used were strictly limited to general artistic styles without imitating any specific copyrighted artists. Furthermore, all generated assets underwent substantial manual refinement, including photo-bashing, manual composition, and layout optimization by the developer. | Feier Games | - | Jun 5, 2026 | |
Select Eleven In-game content art | This game uses generative AI in the following ways:
Art and Visual Assets (Pre-Generated):
Some in-game art assets including player portraits and UI illustrations were created with the assistance of generative AI tools during development. All generated assets were reviewed, curated, and edited by the developer before being included in the final build.
All AI-generated content has been produced using models and tools that the developer has the right to use commercially. | Shiva Pandey | - | Jun 5, 2026 | |
Silent Terminal Store/marketing art | SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team.
The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files. | Bare Metal Xtreme | - | Jun 4, 2026 | |
Clairval Live AI art | Clairval uses AI in the following limited ways:
1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations.
2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in).
Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server. | Alpharkane | - | Jun 4, 2026 | |
MunchiesGretel In-game content audio | Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer. | Mizuki | - | Jun 4, 2026 | |
Deigon Witch In-game content arttext | This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page.
Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months. | Berk Arifoglu | - | Jun 4, 2026 | |
润之 Unclear | AI-Assisted Production | Yunru | 194 | Jun 4, 2026 | |
Starlorn: Rise of the Awakened Unclear arttext | Some images and text have been generated | NomadSoft LLC | - | Jun 4, 2026 | |
CYCLES Store/marketing art | Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime. | argakiig | - | Jun 3, 2026 | |
VainGraphics Live AI textartcode | VainGraphics is a local AI workspace application. Its core functionality heavily utilizes live-generated AI content, allowing users to run Large Language Models (LLMs) to generate text, stories, and code snippets, as well as image generation models to create local artwork. All generative processes run locally on the user's hardware. | TigerMark | - | Jun 3, 2026 | |
Синеморск oil inclusive In-game content artaudiotextcode | Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI. | 7x7 Games | - | Jun 3, 2026 | |
The Moment of Panic Live AI textart | The Moment of Panic uses generative artificial intelligence during gameplay to power its AI advisor characters. These locally running, open-source LLM-based advisors respond to intelligence signals, argue from assigned personalities, and attempt to influence the player’s decisions. Core game logic, threat truth, scoring, win/loss conditions, and outcomes are controlled by the game itself, not by the language model. Generative AI is used for dynamic in-game text responses only, and for some images shown alongside that text. Images are not generated at runtime. | Badinc, LLC | - | Jun 3, 2026 | |
墨卷奇路 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools, including some visual assets, audio/sound effects, text, localization, and other production materials. AI tools were also used during development to support programming and production workflows. All AI-assisted content included in the game has been manually reviewed and refined by the development team. The game does not generate AI content during gameplay. | 杭州执棋者网络科技有限公司 | - | Jun 3, 2026 | |
OPEN GUARD Store/marketing art | This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay. | Goyski | - | Jun 3, 2026 | |
Grand Chess Manager: Road to Grandmaster In-game content art | Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay. | Onurcan Donmezer | - | Jun 3, 2026 | |
Japanese with Mayu Dev only | Generative AI tools were used during parts of the development process. | penguin on the hill | - | Jun 3, 2026 | |
Chronicles of High Worlds 1 In-game content artaudiotext | This game is based on the novel "The Right of Choice" by Zep Forever.
The game features original writing and storylines created by the author.
All images, videos, and voice acting were pre-generated using AI tools during the development process. No AI generation occurs live or in real-time while playing the game. All assets are static files included in the build. | RLM4U Studio | - | Jun 3, 2026 | |
EClone Station In-game content audioart | The background music (BGM) tracks and some key visual art assets included in this application were created using AI generation tools. | EClone Games | - | Jun 3, 2026 | |
Cricket Management 26 Store/marketing art | Generative AI tools were used to assist with certain promotional artwork, visual assets and marketing materials. | Wilks Studios | 30 | Jun 3, 2026 | |
她在烟花中消失的夜晚 In-game content art | Due to the small scale of the project, many visual assets in the current demo were created using AI-assisted image generation tools, with additional manual editing and selection by the developer.
Some assets may be replaced or redrawn in future versions during development.
Character design,character writing, story structure, dialogue, game design, and overall direction were totally created by the developer.
This is a small independent narrative project focused primarily on storytelling and atmosphere.Thank you for playing, reading, and supporting the project. | 心室二 | - | Jun 3, 2026 | |
Sak Winik : The Appointed One Live AI text | This game uses generative AI to create live in-game dialogue, AI character responses, personality details, and evaluation feedback during gameplay. The generated content is text-based and is produced dynamically through an external AI API. | Bogosor Studio | - | Jun 3, 2026 | |
修仙挂机 In-game content arttextcode | This game was developed with the assistance of generative AI tools. AI tools were used during development to help generate or organize code, game text, UI text, data structures, and some visual assets, such as icons or other art resources. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game build. The game does not generate AI content during gameplay and does not connect to any external AI services. | 老鱼工作室 | 62 | Jun 3, 2026 | |
The Cornerman In-game content art | Some visual assets used in The Cornerman, including certain fighter portraits and background artwork, were created or assisted using generative AI tools and were further edited and integrated by the developer before inclusion in the game. | APLCN Studios | - | Jun 3, 2026 | |
FLATLINE Live AI arttext | FLATLINE utilizes advanced generative AI technologies to enhance both the visual and interactive experience:
Visual Assets (Pre-generated): To achieve the unique aesthetic of "clean decay" and the massive brutalist landscapes of London 2036, we employed AI-rendering tools (Nanobanana and Veo). All images and video sequences were pre-generated and underwent meticulous manual post-processing to align with the project’s artistic vision.
Interactivity (Live-generated): The episode’s climax features a live dialogue with the system "Anomaly." This character’s responses are generated in real-time using the GPT-4 model, allowing each player to find their own unique arguments in the final confrontation with the network.
We use AI as a force-multiplier for a solo creator, enabling the realization of a world that would otherwise be impossible to build at this scale using traditional methods | KILL DEVIL HILLS STUDIO LTD | - | Jun 3, 2026 | |
OIL.EXE In-game content arttext | Generative AI tools are used in this project. Claude and ChatGPT assist with drafting store page copy and marketing media. Some in-game visual assets are created with AI image generation. | Subroutine Gaming | 13 | Jun 3, 2026 |