Generative AI was used to create music and sound effects, as well as to assist with programming.
- Creator
- HeartCodeGames
- Reviews
- -
- Added
- Oct 19, 2026
Public Steam disclosure research 26,450 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 music and sound effects, as well as to assist with programming.
Some of the 2D artwork in For The Realm - including certain textures, icons, and illustrated assets - as well as some store page and marketing imagery, was created with the assistance of generative AI tools. These assets were used as a starting point and, in many cases, further edited and finished by hand before shipping. No content is generated by AI while you play. All AI-assisted assets are created ahead of time and ship as fixed files.
Generative AI was used to assist with some in-game text and voide narration. All content was reviewed and integrated by the developer
Generative AI was used during development for the following: - Video footage in the movies - Narration voice and sound - Assets and textures for some in-game items, such as talismans, scrolls and notes (AI image generation) The game does not generate any content with AI during play.
Many of the world's objects are generated images
We used generative AI tools throughout development, for code, 3D models, textures, visual effects, 2D art including UI and store artwork, voice lines, music and translations. Our team directed, edited and integrated everything. No AI content is generated while you play.
The majority of the code is written by an AI coding agent (Claude) under the developer's direction and review. The title logo, the store capsule and library artwork, and the application icon were generated by the developer with an AI image generator (ChatGPT); the developer only cropped, resized and cut them out from their background. The English and Japanese store description was drafted with an AI writing assistant and then reviewed and edited by the developer; the store description in every other language was translated from English by AI (Claude) and has not been reviewed by native speakers. The in-game character, monster, background and effect art and the fonts are mostly purchased or licensed assets, and none of the purchased assets are AI-generated. The exceptions are the slash and healing effects, the spectators in the stands and the ground patterns of the hunting grounds, which were drawn by programs written by AI (Claude), not by an image generation model; the cutting out, combining and recoloring of the purchased assets and the shapes and light effects the game draws on screen at runtime (such as the match cut-ins) are also done by programs written by AI (Claude). The in-game text was written with an AI assistant (Claude) under the developer's direction; every language other than Japanese was written or translated with AI language models and has not been reviewed by native speakers.
Hero Strike uses AI generation tools in some of its content: some 3D models were generated with AI and then cleaned up, rigged, and animated by the developer, and some artwork (hero splash art, loading screens, and store images) was created with AI image tools and edited by the developer.
Generative AI was used to create the Steam store page.
AI tools assisted the creation and editing of some equipment, worksite, character, UI and Steam artwork, static text and Korean/English localization. Music was composed with AI assistance and procedurally synthesized within the project. These are fixed assets prepared during development. No generative AI model or external generative AI service runs during gameplay.
This game uses AI-assisted generation, with human review and adjustments
I use AI tools as development assistance to help scale the production process. AI-assisted tools were primarily used for technical development support, including code organization and modularization, debugging, troubleshooting and creation of pre-generated visual assets. All gameplay systems, mechanics, visuals, progression structures, balance decisions, creative direction, and design decisions are made by me. AI does not make design decisions or determine the creative direction of the game. Any AI-assisted output used during development is reviewed, modified, and integrated under my supervision. No AI systems operate during gameplay.
Some character, environment, prop and cinematic art was created with AI image, 3D and video tools, then edited and assembled by the developer. Character voices were generated with ElevenLabs from scripts written for the game. The music was made by the developer with Suno. No AI content is generated live while the game runs.
Generative AI was used during development to create artwork and visual assets that appear in The Gallops. AI tools were also used to assist with programming.
The game itself does not use generative AI content during gameplay. Generative AI tools were only used to assist in creating promotional artwork and store page capsule images.
This game uses generative AI in two ways. Made with AI tools: the music and sound effects (generated with ElevenLabs), the card deck designs, player avatars, emotes and achievement icons, and the in-game texts and their English, German and Romanian translations were created with the help of AI tools. The developer selected, edited and reviewed all of it. During play: you can choose an optional AI opponent powered by Claude, a model made by Anthropic. It only chooses game moves, a bid or a liar call, and the game server checks every move against the rules. It cannot send any text, images or audio to players. Ranked games and the standard bots do not use it.
[Audio]All music and sound effects are based on original compositions by our audio director. Some were further refined using AI audio tools, with all output reviewed and edited by our team.[Localization]Korean, English, Chinese, and Japanese were translation reviewed by human. Other supported languages were translated with AI assistance. Community feedback on translations is welcome via Discord or Steam community.
ASPIS is an independently developed game created by a solo developer. AI tools were used in the creation of select music tracks, voice-over lines, and visual assets. The game's world, environments, gameplay mechanics, scene direction, and overall visual identity were designed and crafted by the developer.
- 2D Images, UI and Icons - Code reviews - Performance optimizations - Shader
We use AI tools in development. AI-generated content that ships with the game or appears on the store page: two 3D props (the planet "Clownanus" and the grenade cake) were generated with Meshy and assembled and edited by us; the game logo was created with DALL-E; some visual effects, such as the Clown-Off spotlight, were written as shader code with the help of an AI model; the interface translations and the store page texts were written with an AI language model; parts of the source code were written with AI coding assistants. All other art, models, animations, music and voice recordings were made by people or are licensed. The game does not generate any content with AI while you play.
Generative AI tools were used to assist in creating some pre-generated 3D models, textures, and promotional assets. All AI-assisted material is reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay.
During development, we used generative AI image tools to produce base images for some of our 2D art assets. Our artist then worked on them to create the final assets in the game and on the store page. Some voice lines in the game are generated with AI voice tools.
A small number of individual in-game textures and images were edited using AI tools. All artwork was created by hand.
Generative AI tools were used during the development of Cursor Pilot to assist with programming, troubleshooting, documentation, and the creation or refinement of some visual and written content. All AI-assisted content was reviewed, edited, and integrated by the developer.
Generative AI tools were used during the development of Ghost Market Pawnshop to assist in creating and refining certain visual assets, promotional artwork, and written content. All AI-assisted materials are reviewed and edited by the development team before being included in the game or its promotional materials. The game does not use generative AI to generate content in real time during gameplay.
AI-assisted tools use during this project was limited to the two following areas: Coding Assistance and Localisation Support (translating UI elements and word packs into the game's supported languages). The game does not use generative AI at runtime and contains no live-generated AI content.
Story, script, characters and game design by Francisco Angulo de Lafuente. The characters originate from his original comic designs and were adapted to 3D, refined and animated in Blender. AI tools assisted with the voices, some visual assets and translations. All such content is prepared in advance; no AI content is generated during gameplay. Version 1.2.0 adds pre-generated French and Korean voices assisted by Qwen3-TTS, and Polish voices produced with Chatterbox Multilingual (Resemble AI). These voices are prepared offline before distribution; no AI content is generated during gameplay. This supplements the previously declared AI-assisted voices, visual assets and translations.
AI was used for translation and coding assist.
Generative AI is used as a supplementary tool for localization and some edge sound effects. All such content is reviewed and refined by our localization and audio teams to meet our quality standards and creative direction.
Voice acting for the game trailer.
The developer's description of how AI-generated content is used in the game is as follows: "We utilize a commercially licensed AI art generation engine during game development to generate dynamic images by inputting keywords. The creation process does not reference any third-party materials, strictly complies with local laws and regulations, and all copyrights of the resulting AI-generated images belong to the game developer."
Game art and audio generated by AI.
The game includes pre-generated artwork, music and recorded voices created with generative AI tools during development. Generative AI also assists with localized text and store marketing materials. No generative AI content is created during gameplay, and the game does not connect to an AI service during play.
Some artwork where no assets or artist was found, most of the game code
FLECK includes an optional, fully local AI sprite generator. At the user's request it can generate small pixel-art images from a text prompt using an on-device image model (weights are downloaded on first use and run entirely on the user's machine; no online AI service is used). Generated images only appear in the user's own documents. All built-in artwork, the store page and marketing materials were made by hand without generative AI.
All the art in the game, the 3d models, effects, soundtrack, icons, were made primarily by Ben, the main developer, and Zayn, our composer. AI was used to touch up select shaders and lighting in mid 2026. Final Factory will always remain a human made game, using AI only as a tool to support our tiny team.
Some store page images were created with the assistance of generative AI tools. No AI-generated content is present in the game itself.
Very few 3D models and sound effects generated by AI.
Card illustrations were created with the help of AI image tools, then selected, edited and finished by the developer. Some music and video in our trailers was made with AI tools. Nothing in the game is generated by AI while you play.
We only used AI to translate the game into more languages. Nothing else is AI. All 3D models and animations are made by our talented team of real human artists. All in-game music was made by real people and licensed via Artlist.io (Artlist Originals, no AI).
Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services.
The demo version of this game will use some AI-generated assets as temporary placeholders and for testing purposes. The full release will not contain any AI-generated assets. AI-assisted coding tools were used to develop the game’s code.
The 3D models of the buildings, the ships and the crashed colony ship started as AI-generated drafts. We made concept reference images with an AI image tool, turned them into 3D drafts with AI 3D generation services (Tripo and Meshy), then reworked every model in Blender — fixing broken parts, simplifying the meshes and recoloring them to the game's own palette. Our store capsules and library art are renders of these same in-game models. The in-game English text and the store description were drafted with the help of an AI writing assistant and edited by us. The store page translations (Simplified Chinese, Japanese, German, French, Spanish, Brazilian Portuguese and Russian) were made with an AI assistant and checked by back-translation. The floating island, sky, visual effects, interface, icons, logo and sound effects were not made with generative AI.
Generative AI tools have been used to write code and assist with programming, translate text files and create some assets in certain paksets.
All video content and other related materials of this product are first AI-generated and then manually adjusted.
AI tools were used during development to help create the game: much of the code, the procedurally built 3D models, levels and visual effects, item icons, logos, store page images and store text were made with the help of generative AI, then reviewed and directed by the two developers. The voice-over in our trailer is an AI text-to-speech voice. Music and sound effects are licensed recordings, not AI-generated.
Part of the game content was created with the help of AI.
Some art work contains the use of AI. The use of AI for these elements greatly reduces the time and costs associated with creating these elements from scratch. Allowing me, the solo developer to work on the core elements of the game.
Some of the game's art and code were generated with AI assistance.
Some 3D models and textures in the game were initially created with the help of AI tools. All of them were manually reworked and refined by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ragdoll Robotics In-game content audiocode | Generative AI was used to create music and sound effects, as well as to assist with programming. | HeartCodeGames | - | Oct 19, 2026 | |
For The Realm In-game content art | Some of the 2D artwork in For The Realm - including certain textures, icons, and illustrated assets - as well as some store page and marketing imagery, was created with the assistance of generative AI tools. These assets were used as a starting point and, in many cases, further edited and finished by hand before shipping.
No content is generated by AI while you play. All AI-assisted assets are created ahead of time and ship as fixed files. | For The Realm Studios | - | Oct 19, 2026 | |
Northrealm Tribes In-game content textaudio | Generative AI was used to assist with some in-game text and voide narration. All content was reviewed and integrated by the developer | DevSanja | - | Oct 19, 2026 | |
蚕代-Koshiro- In-game content artaudio | Generative AI was used during development for the following:
- Video footage in the movies
- Narration voice and sound
- Assets and textures for some in-game items, such as talismans, scrolls and notes (AI image generation)
The game does not generate any content with AI during play. | MoguArts | - | Oct 19, 2026 | |
When the Day Comes In-game content art | Many of the world's objects are generated images | ZombieWorld | - | Oct 19, 2026 | |
Co-op Chaos in Berlin
In-game content artaudiocodetext | We used generative AI tools throughout development, for code, 3D models, textures, visual effects, 2D art including UI and store artwork, voice lines, music and translations. Our team directed, edited and integrated everything. No AI content is generated while you play. | IndieGameDude | - | Oct 19, 2026 | |
Desktop MMO Guild Manager In-game content arttextcode | The majority of the code is written by an AI coding agent (Claude) under the developer's direction and review.
The title logo, the store capsule and library artwork, and the application icon were generated by the developer with an AI image generator (ChatGPT); the developer only cropped, resized and cut them out from their background.
The English and Japanese store description was drafted with an AI writing assistant and then reviewed and edited by the developer; the store description in every other language was translated from English by AI (Claude) and has not been reviewed by native speakers.
The in-game character, monster, background and effect art and the fonts are mostly purchased or licensed assets, and none of the purchased assets are AI-generated. The exceptions are the slash and healing effects, the spectators in the stands and the ground patterns of the hunting grounds, which were drawn by programs written by AI (Claude), not by an image generation model; the cutting out, combining and recoloring of the purchased assets and the shapes and light effects the game draws on screen at runtime (such as the match cut-ins) are also done by programs written by AI (Claude).
The in-game text was written with an AI assistant (Claude) under the developer's direction; every language other than Japanese was written or translated with AI language models and has not been reviewed by native speakers. | iida-lab | - | Oct 19, 2026 | |
Hero Strike In-game content art | Hero Strike uses AI generation tools in some of its content: some 3D models were generated with AI and then cleaned up, rigged, and animated by the developer, and some artwork (hero splash art, loading screens, and store images) was created with AI image tools and edited by the developer. | Cautious | - | Oct 19, 2026 | |
Little Desk Farm Store/marketing text | Generative AI was used to create the Steam store page. | Chenxi | - | Oct 19, 2026 | |
Industrial Luck Defense In-game content arttextaudio | AI tools assisted the creation and editing of some equipment, worksite, character, UI and Steam artwork, static text and Korean/English localization. Music was composed with AI assistance and procedurally synthesized within the project. These are fixed assets prepared during development. No generative AI model or external generative AI service runs during gameplay. | DDANSAP | - | Oct 19, 2026 | |
字渊 Unclear | This game uses AI-assisted generation, with human review and adjustments | 字渊 | - | Oct 19, 2026 | |
Purification In-game content artcode | I use AI tools as development assistance to help scale the production process.
AI-assisted tools were primarily used for technical development support, including code organization and modularization, debugging, troubleshooting and creation of pre-generated visual assets.
All gameplay systems, mechanics, visuals, progression structures, balance decisions, creative direction, and design decisions are made by me. AI does not make design decisions or determine the creative direction of the game.
Any AI-assisted output used during development is reviewed, modified, and integrated under my supervision. No AI systems operate during gameplay. | Vector Nine | - | Oct 19, 2026 | |
Tempered Hull In-game content artaudiotext | Some character, environment, prop and cinematic art was created with AI image, 3D and video tools, then edited and assembled by the developer. Character voices were generated with ElevenLabs from scripts written for the game. The music was made by the developer with Suno. No AI content is generated live while the game runs. | WireHair Games | - | Oct 19, 2026 | |
The Gallops: Horse Racing Manager In-game content art | Generative AI was used during development to create artwork and visual assets that appear in The Gallops. AI tools were also used to assist with programming. | Otto House Productions Ltd | - | Oct 19, 2026 | |
Party Bros Store/marketing art | The game itself does not use generative AI content during gameplay. Generative AI tools were only used to assist in creating promotional artwork and store page capsule images. | Mesut Tağcı | - | Oct 19, 2026 | |
Liar's Poker Live AI audioarttext | This game uses generative AI in two ways.
Made with AI tools: the music and sound effects (generated with ElevenLabs), the card deck designs, player avatars, emotes and achievement icons, and the in-game texts and their English, German and Romanian translations were created with the help of AI tools. The developer selected, edited and reviewed all of it.
During play: you can choose an optional AI opponent powered by Claude, a model made by Anthropic. It only chooses game moves, a bid or a liar call, and the game server checks every move against the rules. It cannot send any text, images or audio to players. Ranked games and the standard bots do not use it. | Tudor Teofanescu | - | Oct 19, 2026 | |
Thanks, Light. In-game content audiotext | [Audio]All music and sound effects are based on original compositions by our audio director. Some were further refined using AI audio tools, with all output reviewed and edited by our team.[Localization]Korean, English, Chinese, and Japanese were translation reviewed by human. Other supported languages were translated with AI assistance. Community feedback on translations is welcome via Discord or Steam community. | Lightersgames | 28 | Oct 19, 2026 | |
ASPIS In-game content audioart | ASPIS is an independently developed game created by a solo developer. AI tools were used in the creation of select music tracks, voice-over lines, and visual assets. The game's world, environments, gameplay mechanics, scene direction, and overall visual identity were designed and crafted by the developer. | Dream Wire Games | - | Oct 19, 2026 | |
Hereditas In-game content artcode | - 2D Images, UI and Icons
- Code reviews
- Performance optimizations
- Shader | Forester Games | - | Oct 19, 2026 | |
Ballerspiel In-game content arttextcode | We use AI tools in development. AI-generated content that ships with the game or appears on the store page: two 3D props (the planet "Clownanus" and the grenade cake) were generated with Meshy and assembled and edited by us; the game logo was created with DALL-E; some visual effects, such as the Clown-Off spotlight, were written as shader code with the help of an AI model; the interface translations and the store page texts were written with an AI language model; parts of the source code were written with AI coding assistants. All other art, models, animations, music and voice recordings were made by people or are licensed. The game does not generate any content with AI while you play. | Luckywood Studios UG | - | Oct 19, 2026 | |
The Inconvenience Store In-game content art | Generative AI tools were used to assist in creating some pre-generated 3D models, textures, and promotional assets. All AI-assisted material is reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay. | PixelFusionInteractive | - | Oct 19, 2026 | |
Starship Crafter In-game content artaudio | During development, we used generative AI image tools to produce base images for some of our 2D art assets. Our artist then worked on them to create the final assets in the game and on the store page. Some voice lines in the game are generated with AI voice tools. | RyseSoft | - | Oct 19, 2026 | |
KAYF-LIFE: Complete Edition In-game content art | A small number of individual in-game textures and images were edited using AI tools. All artwork was created by hand. | Antinomy Collective | 1.1k | Oct 19, 2026 | |
Desktop Mage Orwin Dev only arttextcode | Generative AI tools were used during the development of Cursor Pilot to assist with programming, troubleshooting, documentation, and the creation or refinement of some visual and written content. All AI-assisted content was reviewed, edited, and integrated by the developer. | Rent Money Productions | - | Oct 19, 2026 | |
鬼市当铺:夜半收当 In-game content arttext | Generative AI tools were used during the development of Ghost Market Pawnshop to assist in creating and refining certain visual assets, promotional artwork, and written content.
All AI-assisted materials are reviewed and edited by the development team before being included in the game or its promotional materials.
The game does not use generative AI to generate content in real time during gameplay. | Monga | - | Oct 19, 2026 | |
So You Think You Can Talk? In-game content codetext | AI-assisted tools use during this project was limited to the two following areas: Coding Assistance and Localisation Support (translating UI elements and word packs into the game's supported languages).
The game does not use generative AI at runtime and contains no live-generated AI content. | ZeYDi Games | - | Oct 19, 2026 | |
Villa Anzuelo: El Biógrafo de Difuntos In-game content audioarttext | Story, script, characters and game design by Francisco Angulo de Lafuente. The characters originate from his original comic designs and were adapted to 3D, refined and animated in Blender. AI tools assisted with the voices, some visual assets and translations. All such content is prepared in advance; no AI content is generated during gameplay.
Version 1.2.0 adds pre-generated French and Korean voices assisted by Qwen3-TTS, and Polish voices produced with Chatterbox Multilingual (Resemble AI). These voices are prepared offline before distribution; no AI content is generated during gameplay. This supplements the previously declared AI-assisted voices, visual assets and translations. | Francisco Angulo de Lafuente | - | Oct 19, 2026 | |
Crow Hunts Worms In-game content text | AI was used for translation and coding assist. | Triple Aim Games | - | Oct 19, 2026 | |
Arisen Force: Vonimir In-game content textaudio | Generative AI is used as a supplementary tool for localization and some edge sound effects. All such content is reviewed and refined by our localization and audio teams to meet our quality standards and creative direction. | Lemport | - | Oct 19, 2026 | |
Sigma World Online Store/marketing audio | Voice acting for the game trailer. | Crematorium of Time | 45 | Oct 19, 2026 | |
BloxFun In-game content art | The developer's description of how AI-generated content is used in the game is as follows:
"We utilize a commercially licensed AI art generation engine during game development to generate dynamic images by inputting keywords. The creation process does not reference any third-party materials, strictly complies with local laws and regulations, and all copyrights of the resulting AI-generated images belong to the game developer." | 成都世界之光科技有限公司 | - | Oct 19, 2026 | |
Just Dice In-game content artaudio | Game art and audio generated by AI. | Da Bongo Studio | - | Oct 19, 2026 | |
Linglong Duel In-game content artaudiotext | The game includes pre-generated artwork, music and recorded voices created with generative AI tools during development. Generative AI also assists with localized text and store marketing materials. No generative AI content is created during gameplay, and the game does not connect to an AI service during play. | Backstamp Games | - | Oct 19, 2026 | |
Drift Riot In-game content artcode | Some artwork where no assets or artist was found, most of the game code | M-Cubed Studio | - | Oct 19, 2026 | |
FLECK art | FLECK includes an optional, fully local AI sprite generator. At the user's request it can generate small pixel-art images from a text prompt using an on-device image model (weights are downloaded on first use and run entirely on the user's machine; no online AI service is used). Generated images only appear in the user's own documents. All built-in artwork, the store page and marketing materials were made by hand without generative AI. | PM Games | - | Oct 19, 2026 | |
Final Factory In-game content art | All the art in the game, the 3d models, effects, soundtrack, icons, were made primarily by Ben, the main developer, and Zayn, our composer.
AI was used to touch up select shaders and lighting in mid 2026. Final Factory will always remain a human made game, using AI only as a tool to support our tiny team. | Never Games Limited | 288 | Oct 19, 2026 | |
Voidmania Store/marketing art | Some store page images were created with the assistance of generative AI tools. No AI-generated content is present in the game itself. | Peakr Games | - | Oct 19, 2026 | |
HUNGRY MART: Last Pick In-game content artaudio | Very few 3D models and sound effects generated by AI. | Tsuki Games | - | Oct 19, 2026 | |
Manafest In-game content artaudio | Card illustrations were created with the help of AI image tools, then selected, edited and finished by the developer. Some music and video in our trailers was made with AI tools. Nothing in the game is generated by AI while you play. | Last Life Games | - | Oct 19, 2026 | |
Big Ambitions In-game content text | We only used AI to translate the game into more languages.
Nothing else is AI.
All 3D models and animations are made by our talented team of real human artists.
All in-game music was made by real people and licensed via Artlist.io (Artlist Originals, no AI). | Hovgaard Games | 6.3k | Oct 19, 2026 | |
Beach Manager Simulator In-game content artaudiotextcode | Generative AI tools were used during development to assist with some pre-generated 2D artwork and UI imagery, 3D models and animations, instrumental music and sound effects, localization drafts, and portions of the game code. As a solo developer, I selected, edited, integrated, and reviewed all of these outputs before inclusion. The game does not generate content at runtime and does not send player input to generative AI services. | Rocket Industries Inc. | - | Oct 19, 2026 | |
纳林的星野奇旅 Rover in the Amber Dev only code | The demo version of this game will use some AI-generated assets as temporary placeholders and for testing purposes. The full release will not contain any AI-generated assets.
AI-assisted coding tools were used to develop the game’s code. | Starlore Studio 星叙工作室 | - | Oct 19, 2026 | |
Crashpad: Cozy Idle Outpost In-game content arttext | The 3D models of the buildings, the ships and the crashed colony ship started as AI-generated drafts. We made concept reference images with an AI image tool, turned them into 3D drafts with AI 3D generation services (Tripo and Meshy), then reworked every model in Blender — fixing broken parts, simplifying the meshes and recoloring them to the game's own palette. Our store capsules and library art are renders of these same in-game models.
The in-game English text and the store description were drafted with the help of an AI writing assistant and edited by us. The store page translations (Simplified Chinese, Japanese, German, French, Spanish, Brazilian Portuguese and Russian) were made with an AI assistant and checked by back-translation.
The floating island, sky, visual effects, interface, icons, logo and sound effects were not made with generative AI. | Vofa Games | - | Oct 19, 2026 | |
Simutrans In-game content codetextart | Generative AI tools have been used to write code and assist with programming, translate text files and create some assets in certain paksets. | The Simutrans Team | 685 | Oct 19, 2026 | |
Cursed Love In-game content art | All video content and other related materials of this product are first AI-generated and then manually adjusted. | Hangzhou Startrail Glow Technology Co., Ltd. | - | Oct 19, 2026 | |
Brawliens In-game content arttextcode | AI tools were used during development to help create the game: much of the code, the procedurally built 3D models, levels and visual effects, item icons, logos, store page images and store text were made with the help of generative AI, then reviewed and directed by the two developers. The voice-over in our trailer is an AI text-to-speech voice. Music and sound effects are licensed recordings, not AI-generated. | Bait & Darkys | - | Oct 19, 2026 | |
Poly Magic Unclear | Part of the game content was created with the help of AI. | Lucky Compass | - | Oct 19, 2026 | |
Backrooms:Betrayal In-game content art | Some art work contains the use of AI. The use of AI for these elements greatly reduces the time and costs associated with creating these elements from scratch. Allowing me, the solo developer to work on the core elements of the game. | LED the game Dev | - | Oct 19, 2026 | |
修仙刷怪传 In-game content artcode | Some of the game's art and code were generated with AI assistance. | 游戏养家工作室 | - | Oct 19, 2026 | |
Out of Delivery In-game content art | Some 3D models and textures in the game were initially created with the help of AI tools. All of them were manually reworked and refined by the developer. | rand0m | - | Oct 19, 2026 |