AI-assisted game development
- Creator
- Lodi Gaming
- Reviews
- -
- Added
- Jul 29, 2026
Public Steam disclosure research 25,877 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-assisted game development
This game is designed by ChatGPT, implemented by Codex, and directed by Kevin Du.
Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included: - Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game. - Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools. No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage.
Some of the art assets in Bomb Farm - including character, item and environment artwork used in the game, on our store page and in Steam Community images - were created with the help of generative AI tools, and were then reviewed, edited and assembled by our team before being included in the build. Bomb Farm does not generate any content with AI while you play. All content ships pre-made inside the game build; there is no live/real-time AI generation and the game does not connect to any external AI service.
Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay.
Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert.
Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay.
AI was used in the creation of localization and marketing materials
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
AI for Language translation and promotional images
SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo.
This game includes pre-generated AI-assisted visual/audio/text assets that were selected, edited, and integrated by the developer. The game does not use live-generated AI during play.
Title screen logo and some language translations
Generative AI was used solely for the creation of a store/community icon associated with this product. No gameplay content, in-game assets, or soundtrack audio were generated using AI.
This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles.
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
The game's concept, worldbuilding, narrative, game design, and art direction were planned and developed directly by the development team. Generative AI was used as an assistive tool in the production and refinement of pre-generated content, including character and environment imagery, cinematic sequences, anomaly effects, and selected music. All content, including AI-assisted outputs, was curated, edited, composited, and post-processed by the development team to align with the game's creative intent and quality standards. The game does not use generative AI at runtime, and no player input or personal data is sent to AI services.
All in-game music except the main background track was pre-generated using generative AI. The music is used under secured commercial-use rights.
Generative AI was not used to create any game assets, artwork, capsule images, character designs, sounds, music, or voice recordings in Burger Smash. All in-game content was created by the development team or commissioned from human creators. AI tools were used to assist with translating in-game UI text and store page descriptions into multiple languages for localization purposes. No other AI generated content exists within the game itself.
Generative AI was used to assist with drafting and localizing text for the Steam store page. All AI-assisted text was reviewed and edited by the development team. No generative AI content is used within the game itself.
Generative AI tools were used during development to assist in creating visual concept art, UI background textures, and promotional graphics, as well as providing development assistance for code optimization and localization text. All AI-assisted assets were pre-generated prior to release, curated, and manually edited by the developer. The game does not feature any live or real-time AI content generation during gameplay.
We use AI for marketing materials, localization and music.
What type of code? Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6. How are you using it? AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications. (AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.)
Generative AI was used in the creation of a small number of image assets included in this game.
Some art is AI and all of the localization.
The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release.
Background Music. Story Pictures.
This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand. Code: Claude Opus 4.8, Claude Fable 5.0 Writing & translation: Claude Opus 4.8, Gemini Pro 3.1 Graphics: Gemini Nano Banana 2 Music: Claude Opus 4.8 Video: Gemini Omni
Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations, backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game.
Some artwork in this game was created with the assistance of AI tools.
Some images were generated by AI. Some manually created images were enhanced using AI.
We have only used Gen AI for the purposes of creating and placing the Capsule Art of the game. We will be replacing the capsule art with our in-house capsule art.
Some of the music is AI generated. See the licenses under "music" for more information.
The core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content.
Generative AI was used only to create the music featured in the game’s trailer.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running.
As a passionate two-person indie team with a $0 budget, we utilize advanced, paid AI tools to breathe life into our world. We use high-quality, expressive AI voice acting to deliver emotional depth to our characters, alongside curated AI art to enhance environmental storytelling. Every asset is carefully selected and integrated by hand to match our artistic vision without compromising on quality."
Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI tools were used during the development of this game to assist in creating background marketing materials and promotional store assets. Additionally, AI was utilized as a supportive tool for code optimization, bug-hunting, development consulting, and text localization. While the vast majority of the game's assets were created using traditional development methods, players may encounter a small number of AI-generated assets integrated within the game itself. No AI content is generated in real-time during gameplay.
Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists. AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval.
AI was used to troubleshoot code and to draft isolated sections of the codebase, which I then finalized. All graphics, UI, and music are made without AI. AI was used for initial translation from English into other languages. Many translations were then reviewed and edited by native speakers.
The game contains pre-generated 2D artwork created with the assistance of generative AI tools during development. This includes some character artwork, backgrounds, UI elements, and promotional/library artwork. All assets were manually reviewed and edited before inclusion. The game does not generate any content using AI while running.
This game's 3D environment was created with the help of AI-based 3D scene generation tools. Some marketing materials (trailer footage) were also created using AI image and video generation tools. No AI-generated content is created live during gameplay — all AI-assisted content was produced during development and is fixed at release.
Some of the images and music were created with the assistance of AI tools.
Background music is AI generated
Generative tools were used to create and refine selected 2D illustrations, music, sound effects, localization, and store text. All materials were reviewed and edited by the developer. The game does not generate content using AI or connect to generative AI services during gameplay.
This game uses generative AI to interpret the player’s written question and create tarot-style responses during each reading. AI-generated text is used for card interpretations and the final answer. The game does not use AI to make real predictions or provide professional advice.
During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements.
Some assets, such as 2D illustrations and cursors, were created using AI-generated images. 3D objects were not created using AI.
The character design of GUGUGAGA is generated by AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Protocol: Assimilation Unclear | AI-assisted game development | Lodi Gaming | - | Jul 29, 2026 | |
Digital Waste Unclear code | This game is designed by ChatGPT, implemented by Codex, and directed by Kevin Du. | Kevin Du | - | Jul 29, 2026 | |
Power Pony Drift In-game content artaudio | Power Pony Drift uses AI-generated content that was created during development, and every piece was reviewed, edited, and curated by the developer before being included:
- Character models: The base 3D pony models were generated with AI tools, then hand-rigged, animated, and tuned for the game.
- Audio: The music tracks and some sound effects and voice lines were generated with AI audio tools.
No content is generated while you play — the game contains no runtime AI systems, AI chatbots, or live-generated content. Store page artwork is composited from in-game footage. | Fifty Bananas | - | Jul 29, 2026 | |
Bomb Farm In-game content art | Some of the art assets in Bomb Farm - including character, item and environment artwork used in the game, on our store page and in Steam Community images - were created with the help of generative AI tools, and were then reviewed, edited and assembled by our team before being included in the build.
Bomb Farm does not generate any content with AI while you play. All content ships pre-made inside the game build; there is no live/real-time AI generation and the game does not connect to any external AI service. | Stream On | - | Jul 29, 2026 | |
PuruPuru: Pull It Along In-game content codetextaudio | Parts of the game's program code were written with the help of AI coding assistance, under the direction and review of the developer. The store page text and its translations were also drafted with AI assistance and reviewed by the developer. Some of the music was created with an AI music generation service (Suno), selected and adjusted by the developer. The remaining music, artwork, and sound effects are procedurally generated by the developer's own tools - no AI image generation models were used. The game does not generate any AI content during gameplay. | Ludorea games | - | Jul 29, 2026 | |
Oreship Stellar Frontier In-game content arttext | Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert. | Tischkanten_Flavor | - | Jul 29, 2026 | |
Cozy Airways In-game content artaudio | Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay. | ioStudios | - | Jul 29, 2026 | |
Trust me, Officer In-game content textart | AI was used in the creation of localization and marketing materials | Brain Damage | - | Jul 29, 2026 | |
All The Little People Dev only code | AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort. | R0guish | - | Jul 29, 2026 | |
水泊梁山 In-game content textart | AI for Language translation and promotional images | 疯狗工作室 | - | Jul 29, 2026 | |
照片勇者 Live AI textart | SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo. | Liminis Studio | - | Jul 29, 2026 | |
隐藏条款 In-game content artaudiotext | This game includes pre-generated AI-assisted visual/audio/text assets that were selected, edited, and integrated by the developer. The game does not use live-generated AI during play. | AUVMUJICA | - | Jul 29, 2026 | |
Speed Weaver In-game content text | Title screen logo and some language translations | Andrew Ferguson | - | Jul 29, 2026 | |
Dungeon Crafter In-game content art | Generative AI was used solely for the creation of a store/community icon associated with this product. No gameplay content, in-game assets, or soundtrack audio were generated using AI. | Fintasys Studio | - | Jul 29, 2026 | |
三国掷:崛起 In-game content artaudiotext | This game extensively utilizes AI technology in character design, UI, visual effects, sound effects, music, and promotional artwork to enhance production efficiency and explore innovative styles. | 星组游戏 | - | Jul 29, 2026 | |
Last Zone: Quarantine In-game content arttext | Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay. | Ridvan_Laz | - | Jul 29, 2026 | |
OVERSIGHT: Anomaly In-game content artaudio | The game's concept, worldbuilding, narrative, game design, and art direction were planned and developed directly by the development team.
Generative AI was used as an assistive tool in the production and refinement of pre-generated content, including character and environment imagery, cinematic sequences, anomaly effects, and selected music.
All content, including AI-assisted outputs, was curated, edited, composited, and post-processed by the development team to align with the game's creative intent and quality standards.
The game does not use generative AI at runtime, and no player input or personal data is sent to AI services. | sugarscone | - | Jul 29, 2026 | |
I Hate Polygons In-game content audio | All in-game music except the main background track was pre-generated using generative AI. The music is used under secured commercial-use rights. | HzBit Games | - | Jul 29, 2026 | |
Burger Smash In-game content text | Generative AI was not used to create any game assets, artwork, capsule images, character designs, sounds, music, or voice recordings in Burger Smash. All in-game content was created by the development team or commissioned from human creators.
AI tools were used to assist with translating in-game UI text and store page descriptions into multiple languages for localization purposes. No other AI generated content exists within the game itself. | Alnutmob | - | Jul 29, 2026 | |
Flight Date Store/marketing text | Generative AI was used to assist with drafting and localizing text for the Steam store page. All AI-assisted text was reviewed and edited by the development team. No generative AI content is used within the game itself. | Chirp Chirp Games | - | Jul 29, 2026 | |
Swarmfall In-game content arttextcode | Generative AI tools were used during development to assist in creating visual concept art, UI background textures, and promotional graphics, as well as providing development assistance for code optimization and localization text. All AI-assisted assets were pre-generated prior to release, curated, and manually edited by the developer. The game does not feature any live or real-time AI content generation during gameplay. | grannyForge | - | Jul 28, 2026 | |
Victor Space Program In-game content audiotextart | We use AI for marketing materials, localization and music. | Victor Game Studio | - | Jul 28, 2026 | |
Project MISPLACE Dev only code | What type of code?
Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6.
How are you using it?
AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications.
(AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.) | MelloTodd | - | Jul 28, 2026 | |
Slot & Dungeons In-game content art | Generative AI was used in the creation of a small number of image assets included in this game. | MUC GAMES | 257 | Jul 28, 2026 | |
Apparatus Inspector In-game content arttext | Some art is AI and all of the localization. | NoBrain Studios | - | Jul 27, 2026 | |
ARC-9 In-game content arttext | The game utilizes pre-generated AI content for early concept references, Store Page promotional artwork, and in-game localization. All AI-assisted assets are manually edited to match the game's aesthetic. I plan to continuously review, refine, and potentially replace these assets throughout development to ensure a polished, high-quality, and consistent experience for the official full release. | Dynamz Games | - | Jul 27, 2026 | |
Morpheus In-game content artaudio | Background Music.
Story Pictures. | Rainbow Cat Studio | - | Jul 27, 2026 | |
Succubi of Byzantion In-game content artaudiotextcode | This game was created by a solo developer with substantial help from generative AI tools. Every output was reviewed by hand.
Code: Claude Opus 4.8, Claude Fable 5.0
Writing & translation: Claude Opus 4.8, Gemini Pro 3.1
Graphics: Gemini Nano Banana 2
Music: Claude Opus 4.8
Video: Gemini Omni | Jan Martinek | - | Jul 27, 2026 | |
Ironwake In-game content artaudio | Ironwake contains pre-generated AI content. Some 2D art assets (character sprites, portraits, item illustrations,
backgrounds, and icon sets) were created using AI image-generation tools (PixelLab and MidJourney, plus licensed
third-party icon packs produced with Stable Diffusion). Some sound effects, ambient audio, and music tracks were created
using AI audio-generation tools (ElevenLabs). All AI-generated assets were reviewed, curated, and edited by the
developer. The game does not generate any content with AI at runtime, and no live AI models are accessed by the game. | Seahorse Games | - | Jul 27, 2026 | |
SDETA - SUPER DEATH ENDER THE AVENGER In-game content art | Some artwork in this game was created with the assistance of AI tools. | Stephen Lloyd Weightman | - | Jul 27, 2026 | |
Quest game Unclear art | Some images were generated by AI. Some manually created images were enhanced using AI. | Anzer Games | - | Jul 27, 2026 | |
The Whispering Walls Store/marketing art | We have only used Gen AI for the purposes of creating and placing the Capsule Art of the game.
We will be replacing the capsule art with our in-house capsule art. | Treta Studios | - | Jul 27, 2026 | |
The Tower Of The Mad Wizard In-game content audio | Some of the music is AI generated. See the licenses under "music" for more information. | Plaintive Pasta | - | Jul 27, 2026 | |
三国权谋模拟器 Live AI text | The core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content. | 闪电游戏工作室 | - | Jul 27, 2026 | |
Mike the Hooper audio | Generative AI was used only to create the music featured in the game’s trailer. | Steel Arrow | - | Jul 27, 2026 | |
Evergreen Clicker In-game content arttextcode | Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional artwork, store-page materials, text, and code. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content while running. | Otakulah | - | Jul 27, 2026 | |
Silent Abbey In-game content audioart | As a passionate two-person indie team with a $0 budget, we utilize advanced, paid AI tools to breathe life into our world. We use high-quality, expressive AI voice acting to deliver emotional depth to our characters, alongside curated AI art to enhance environmental storytelling. Every asset is carefully selected and integrated by hand to match our artistic vision without compromising on quality." | Pixeliu Seklos | - | Jul 27, 2026 | |
Sausage Escape In-game content arttext | Some visual assets, promotional artwork, and portions of the localization were created or assisted using generative AI during development. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate AI content during gameplay. | Ridvan_Laz | - | Jul 27, 2026 | |
Behind the corner In-game content artcodetext | Generative AI tools were used during the development of this game to assist in creating background marketing materials and promotional store assets. Additionally, AI was utilized as a supportive tool for code optimization, bug-hunting, development consulting, and text localization. While the vast majority of the game's assets were created using traditional development methods, players may encounter a small number of AI-generated assets integrated within the game itself. No AI content is generated in real-time during gameplay. | MetaProx Studio | - | Jul 27, 2026 | |
The Park Keeper In-game content art | Some images used in the game’s development and promotional materials were initially generated with the assistance of AI tools. These images were not used as final untouched AI output: they were reviewed, edited, adjusted, and finalized by human artists.
AI was used only as a production aid to speed up early visual exploration and reduce iteration time. It was not used to replace the work of human artists, but rather as part of a broader art pipeline that still relies on human direction, editing, and final approval. | TacoEaters | - | Jul 27, 2026 | |
Incremental Collider In-game content codetext | AI was used to troubleshoot code and to draft isolated sections of the codebase, which I then finalized.
All graphics, UI, and music are made without AI.
AI was used for initial translation from English into other languages. Many translations were then reviewed and edited by native speakers. | Miorama Games | - | Jul 27, 2026 | |
Fruit slicer In-game content art | The game contains pre-generated 2D artwork created with the assistance of generative AI tools during development. This includes some character artwork, backgrounds, UI elements, and promotional/library artwork. All assets were manually reviewed and edited before inclusion. The game does not generate any content using AI while running. | MotionForge | - | Jul 27, 2026 | |
TYPE OR DIE In-game content art | This game's 3D environment was created with the help of AI-based 3D scene generation tools. Some marketing materials (trailer footage) were also created using AI image and video generation tools. No AI-generated content is created live during gameplay — all AI-assisted content was produced during development and is fixed at release. | MASK Games | - | Jul 25, 2026 | |
Mini Soccer Manager In-game content artaudio | Some of the images and music were created with the assistance of AI tools. | Pedro Verpha | - | Jul 25, 2026 | |
Minky In-game content audio | Background music is AI generated | Lraz Games | - | Jul 25, 2026 | |
Tail and Chaos In-game content artaudiotext | Generative tools were used to create and refine selected 2D illustrations, music, sound effects, localization, and store text. All materials were reviewed and edited by the developer. The game does not generate content using AI or connect to generative AI services during gameplay. | Shnumi | 34 | Jul 25, 2026 | |
Baba Knows Live AI text | This game uses generative AI to interpret the player’s written question and create tarot-style responses during each reading. AI-generated text is used for card interpretations and the final answer. The game does not use AI to make real predictions or provide professional advice. | Microtaur | - | Jul 25, 2026 | |
Command-Ω Omega 2 In-game content artcode | During the development of this game, artificial intelligence tools were used strictly for pre-generated content. Specifically, AI was utilized to assist with code refinement, the creation of initial concept art, and the design of certain user interface (UI) elements. All AI-assisted assets and code were thoroughly reviewed, modified, and integrated manually to ensure they meet the game's specific style and technical requirements. | IMPERIAL DYNAMICS | - | Jul 25, 2026 | |
MARODIS2 In-game content art | Some assets, such as 2D illustrations and cursors, were created using AI-generated images. 3D objects were not created using AI. | HIROSHI TODO | - | Jul 25, 2026 | |
GUGUGAGA:PEEKABOO In-game content art | The character design of GUGUGAGA is generated by AI. | DreamStep | - | Jul 25, 2026 |