Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
- Creator
- Romantissimo
- Reviews
- -
- Added
- Jul 22, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game.
This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
Artificial intelligence tools were used in the creation of this game’s art assets and code.
Global Plates uses generative AI in limited, development-time ways only: • Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer. • Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools. All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play.
Some visual assets — character art/portraits, sprite artwork, and store/marketing capsule images — were created with the help of generative AI image tools, then edited, composited, and curated by the developer. All such assets are PRE-GENERATED during development; the shipped game performs NO live/runtime AI generation. No generative AI produces text, dialogue, or any player-facing content at runtime. All generated assets were reviewed by the developer to ensure they contain no infringing or inappropriate material.
Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand.
Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer.
本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。 生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。 ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。
AI voice over for missions and some promotional art just fine tuned with AI.
The AI model has been fine-tuned with multiple safety measures — including prompt restrictions, keyword filtering, and compliance safeguards — to ensure all generated content remains appropriate. If you encounter any inappropriate or non-compliant content during gameplay, please report it to our support team, and we will promptly review and make the necessary adjustments. Thank you for your understanding!
AI tools were used in writing the game's code. No AI generated images, music, audio, or models were used. All artwork is Public-Domain paintings from famous, historical artists.
Nothing to Declare is a handcrafted game by a solo developer: all pixel art was drawn by the developer (AI images served only as composition references early in production and do not appear in the game), and the store images are actual in-game screenshots. The dialogue and case writing were created with the assistance of generative AI — always under the developer's direction, curation, and manual editing, to ensure accuracy regarding rules and legal citations based on actual Brazilian law. No content is generated by AI while you play.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time.
Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer. No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience.
This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish.
Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up. Some in-game text, imagery, and data were drafted with AI assistance. Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery. Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service. Every AI-assisted asset was directed, reviewed, and approved by a human before shipping.
World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both. During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files: Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio. 3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D). Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated. Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
Localization
Our team uses generative AI tools to help develop some in game assets.
The game to contain art assets generated by artificial intelligence
Some visual assets, 3D models, textures, UI images, promotional images, music, sound effects, and reference material used in this game were created or assisted with using generative AI tools. These assets were reviewed, edited, adjusted, and integrated by the developer. The game itself does not generate AI content during gameplay.
Some assets in the game were AI-assisted, responsible for cleanup, iterations, and polish.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans. All gameplay, art, and final content remain crafted by Human.
Localizations are mostly AI generated. AI was lightly used in programming.
Some audio in Fill The Bucket, including sound effects and ambient music, is procedurally generated by code using generative techniques. All such content is created during development and ships with the game; no AI content is generated live during gameplay.
Generative AI was used to assist with store copy, marketing artwork, logo/capsule concepts, and some replacement visual/audio assets. All AI-assisted content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay.
AI Disclosure: Music is Generated at least for now.
"AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom. I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day."
Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team.
This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay.
During development we used generative AI tools to create some content that ships in the game: - Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us. - Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion. - Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us. All AI-generated content was reviewed by a human before shipping. We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP.
The game's music soundtrack was created using generative AI tools. All other game content was created by the developer.
Our team uses generative AI tools to help develop some in game & marketing assets. We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price.
Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay.
AI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals.
Some Music is generated. Thats it :)
Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI was used to create marketing assets, including store capsules, library art, and banners. The AI was used to compose and refine visual compositions based on original in-game screenshots to ensure high-quality presentation in the Steam store. All core gameplay assets, including 3D models, textures, and code, were created manually without the use of AI.
Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay.
For the few voiceline that we used AI
Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI. All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer.
Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work. Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds.
Some visuals (backgrounds, characters, icons, interface) and sounds (music, effects) were created using generative AI tools, then selected and integrated by the developer. No generation happens in real time during play.
The first version of the logo was generated by AI.
AI tools were used during development to assist with the creation and refinement of some visual assets. All content included in the final game was selected, edited, and integrated by the developer.
This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer.
AI was used for the game's cover art.
Generative AI was used to assist in the development of the game, including parts of the game engine code, internal development tools, some visual assets, and language proofreading. All AI-generated output was reviewed and supervised by a human. The game's audio was sourced from third-party providers outside the studio and, to the best of our knowledge, was not created using generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Just in Case In-game content audio | Some of the sound effects in this game were created using generative AI tools. AI-generated audio is edited and mixed by the development team before being used in the game. | Romantissimo | - | Jul 22, 2026 | |
AquaDesk In-game content artaudio | This game uses generative AI for some pre-generated content. Specifically, generative AI tools were used in the creation of some in-game background/wallpaper assets and some in-game background music. All such content has been reviewed, selected, and edited by the developer before being included in the game. The game does not use live-generated AI content during gameplay. | Kanadelier | - | Jul 22, 2026 | |
Forest TD In-game content artcode | Artificial intelligence tools were used in the creation of this game’s art assets and code. | HXZ | - | Jul 22, 2026 | |
Global Plates In-game content audioart | Global Plates uses generative AI in limited, development-time ways only:
• Music: the game's soundtrack was created using AI music generation tools, then selected and edited by the developer.
• Store page artwork: the key art is based on real screenshots rendered directly from the game, stylized with AI image tools.
All other content — 3D environments, machines, characters, and game design — was hand-crafted by the developer or licensed from professional asset libraries. The game does not use generative AI at runtime: nothing is AI-generated while you play. | FBS Games | - | Jul 22, 2026 | |
SYNTAX WARS art | Some visual assets — character art/portraits, sprite artwork, and store/marketing
capsule images — were created with the help of generative AI image tools, then
edited, composited, and curated by the developer. All such assets are PRE-GENERATED
during development; the shipped game performs NO live/runtime AI generation. No
generative AI produces text, dialogue, or any player-facing content at runtime.
All generated assets were reviewed by the developer to ensure they contain no
infringing or inappropriate material. | Mosan Game Studio | - | Jul 22, 2026 | |
Pixel Evolution Store/marketing art | Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand. | Alfish Games | - | Jul 22, 2026 | |
Fateward In-game content artaudiotext | Fateward's visuals, UI, music, sound, character voices, and Steam store assets are created using generative AI and curated by hand, from a game written and directed by the developer. | Kamacite | - | Jul 22, 2026 | |
スマートフォン In-game content art | 本作では、一部のゲーム内グラフィック素材、およびUI素材の制作補助に生成AIを使用しています。
生成AIによって作成された素材は、開発者が選別・編集・加工したうえで使用しています。
ゲームプレイ中にAIがリアルタイムで画像、文章、音声などを生成する機能はありません。 | OwataStudio | - | Jul 22, 2026 | |
Red Glare The Reckoning In-game content audioart | AI voice over for missions and some promotional art just fine tuned with AI. | BT Studios | - | Jul 22, 2026 | |
Gamercury World Engine general | The AI model has been fine-tuned with multiple safety measures — including prompt restrictions, keyword filtering, and compliance safeguards — to ensure all generated content remains appropriate.
If you encounter any inappropriate or non-compliant content during gameplay, please report it to our support team, and we will promptly review and make the necessary adjustments.
Thank you for your understanding! | Gamercury AI | - | Jul 22, 2026 | |
Cleaning Up The Puzzle Gallery Dev only code | AI tools were used in writing the game's code. No AI generated images, music, audio, or models were used. All artwork is Public-Domain paintings from famous, historical artists. | Th3GameStudio | 478 | Jul 22, 2026 | |
Nada a Declarar In-game content text | Nothing to Declare is a handcrafted game by a solo developer: all pixel art was drawn by the developer (AI images served only as composition references early in production and do not appear in the game), and the store images are actual in-game screenshots. The dialogue and case writing were created with the assistance of generative AI — always under the developer's direction, curation, and manual editing, to ensure accuracy regarding rules and legal citations based on actual Brazilian law. No content is generated by AI while you play. | Gabriel D. Paiva | - | Jul 22, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 | |
Coinada In-game content art | Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time. | major90 | - | Jul 22, 2026 | |
Lethal Algorithm In-game content artaudiotext | Generative AI was used exclusively for marketing and promotional materials. This includes the store page capsule art, translations and the background music featured in the promotional trailer.
No AI generated assets, imagery or audio are used within the actual game build, game screenshots or gameplay experience. | Mohammed Marzouq | - | Jul 22, 2026 | |
Miranza Futebol Clube In-game content art | This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish. | Porto Inc. | - | Jul 22, 2026 | |
Monotony Idle In-game content textart | Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up.
Some in-game text, imagery, and data were drafted with AI assistance.
Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery.
Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service.
Every AI-assisted asset was directed, reviewed, and approved by a human before shipping. | Afterwork Studios LLC | 18 | Jul 22, 2026 | |
World of ClaudeCraft In-game content audioartcode | World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result. | Levy Street Games | - | Jul 22, 2026 | |
The Thrill of the Fight 2 In-game content text | Localization | Halfbrick Studios Pty Ltd | - | Jul 22, 2026 | |
You Broke My Sunshine In-game content art | Our team uses generative AI tools to help develop some in game assets. | YMs_studio | - | Jul 22, 2026 | |
DEADLINE In-game content art | The game to contain art assets generated by artificial intelligence | Neuroslop Studio | - | Jul 22, 2026 | |
Demon Baby In-game content artaudio | Some visual assets, 3D models, textures, UI images, promotional images, music, sound effects, and reference material used in this game were created or assisted with using generative AI tools. These assets were reviewed, edited, adjusted, and integrated by the developer.
The game itself does not generate AI content during gameplay. | HANNIGO | - | Jul 22, 2026 | |
Agawan Base: Secret Technique In-game content art | Some assets in the game were AI-assisted, responsible for cleanup, iterations, and polish. | Quillpaca Journey | - | Jul 22, 2026 | |
Hellmachina Railbane In-game content art | Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human. | MANUG Production | - | Jul 22, 2026 | |
Florana Defense In-game content text | Localizations are mostly AI generated. AI was lightly used in programming. | Petr "Glubo" Sykora | - | Jul 22, 2026 | |
Fill The Bucket In-game content audio | Some audio in Fill The Bucket, including sound effects and ambient music, is procedurally generated by code using generative techniques. All such content is created during development and ships with the game; no AI content is generated live during gameplay. | moiiikem | - | Jul 22, 2026 | |
Candlelit Maze In-game content artaudiotext | Generative AI was used to assist with store copy, marketing artwork, logo/capsule concepts, and some replacement visual/audio assets. All AI-assisted content is reviewed and integrated by the developer. The game does not use live generative AI during gameplay. | Candlelit Maze Studio | - | Jul 22, 2026 | |
OddSpawns In-game content audio | AI Disclosure: Music is Generated at least for now. | Jake | - | Jul 22, 2026 | |
Keeplight Unclear | "AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom.
I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day." | Soft Embrace | - | Jul 22, 2026 | |
마지막 적 함대를 막기위해 출격합니다 In-game content art | Some 3D models (aircraft) in this game were created with generative AI tools and then reviewed and edited by our development team. | RDSOFT | - | Jul 22, 2026 | |
按键对对色 Store/marketing art | This game uses generative AI to assist with creating some visual assets, including the default keyboard skin, decorative elements, and store promotional images. AI-generated content is manually reviewed, edited, and integrated before use. The game does not generate AI content in real time during gameplay. | 青木源语 | - | Jul 22, 2026 | |
Wuxing In-game content artaudiotext | During development we used generative AI tools to create some content that ships in the game:
- Visual art: Some 2D art (card illustrations, store/capsule art, boss and deity illustrations, UI seals, and marketing images) was generated with an image model, then hand-edited, composited, and curated by us.
- Music: The looping background music tracks were generated with an AI music tool, then edited and mastered (trimmed and crossfade-looped) by us before inclusion.
- Text / localization: Some in-game text and its translations (Traditional Chinese, Simplified Chinese, English) were produced with AI assistance and then reviewed and edited by us.
All AI-generated content was reviewed by a human before shipping.
We have confirmed our right to use these tools' output commercially, and have taken steps to ensure the content does not infringe third-party IP. | Breeze Fox Studios | - | Jul 22, 2026 | |
Heliodawn In-game content audio | The game's music soundtrack was created using generative AI tools. All other game content was created by the developer. | Civiem LLC | - | Jul 22, 2026 | |
Jewelry Simulator : Mine, Transform & Sell In-game content art | Our team uses generative AI tools to help develop some in game & marketing assets.
We don't use AI to replace artists and developers, but to improve our teams' productivity and offer you a more complete game at an affordable price. | Meerkatt Studio | - | Jul 22, 2026 | |
ID88 In-game content artaudio | Generative AI tools were used during development to assist with the creation of some 3D assets, music, and draft visual materials. Character concepts were based on human-made sketches, and AI was used only for early draft exploration; the final in-game characters were created by humans. All AI-assisted materials were reviewed, edited, and integrated into the game by the developer. AI is not used to generate content during gameplay. | Vayatika | - | Jul 22, 2026 | |
The Last Gap In-game content art | AI was used to create pre-rendered 2D comic panels for the main menu story sequence, as well as graphics for some of the in-game stickers and medals. | ApeRockt | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
Compacted Store/marketing art | Generative artificial intelligence has been used to generate store page thumbnails based on the developers artwork. All in game artwork has been drawn by hand by the developer. | GTGD | - | Jul 21, 2026 | |
NGC-404: Fractured Sector Dev only | During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team. | WhiteDogo Entertainment | - | Jul 21, 2026 | |
Blind Spot In-game content art | Generative AI was used to create marketing assets, including store capsules, library art, and banners. The AI was used to compose and refine visual compositions based on original in-game screenshots to ensure high-quality presentation in the Steam store. All core gameplay assets, including 3D models, textures, and code, were created manually without the use of AI. | ALIAKSEI SAKALOU | - | Jul 21, 2026 | |
Clean Memories In-game content art | Generative AI was used during development to assist in the creation of certain visual assets, including some textures and artwork featured in story sequences. All generated assets were reviewed, modified where necessary, and curated by the development team before inclusion in the game. No AI-generated content is created during gameplay. | DICO Co., Ltd. | - | Jul 21, 2026 | |
Moloch Kombinat In-game content audio | For the few voiceline that we used AI | Prisma | - | Jul 21, 2026 | |
无尽地下城 In-game content art | Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI.
All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer. | 起源工作室 | - | Jul 21, 2026 | |
Choo Choo Survivor 2 Store/marketing code | Generative artificial intelligence has been used to create store page thumbnails based on the developer's scene work.
Generative artificial intelligence has been used by the developer to vastly improve the performance of the developers code with respect to loading times. The developer struggled for months to figure out how to reduce a 30 second+ loading time and thanks to the contributions of gen AI that has been brought down to 5 seconds. | GTGD | 40 | Jul 21, 2026 | |
Bubble Anima In-game content artaudio | Some visuals (backgrounds, characters, icons, interface) and sounds (music, effects) were created using generative AI tools, then selected and integrated by the developer. No generation happens in real time during play. | BlaMacfly | - | Jul 20, 2026 | |
Vanslinger Store/marketing art | The first version of the logo was generated by AI. | Lukasz Sopata | - | Jul 20, 2026 | |
Purr in Bloom In-game content art | AI tools were used during development to assist with the creation and refinement of some visual assets. All content included in the final game was selected, edited, and integrated by the developer. | Thundertale Studio | - | Jul 20, 2026 | |
Sultans Revenge In-game content audioart | This game uses AI-generated content in two areas: background music tracks were created using Mureka AI, and some pixel art assets were generated using PixelLab. All AI-generated content was reviewed, curated, and integrated by the developer. | Wagenlight Games | - | Jul 20, 2026 | |
Football Chess Store/marketing art | AI was used for the game's cover art. | PEGAX Studios | - | Jul 20, 2026 | |
Wayfarer Colony: Veylan Dev only artcode | Generative AI was used to assist in the development of the game, including parts of the game engine code, internal development tools, some visual assets, and language proofreading. All AI-generated output was reviewed and supervised by a human. The game's audio was sourced from third-party providers outside the studio and, to the best of our knowledge, was not created using generative AI. | burnedalarmstudio | - | Jul 20, 2026 |