I made this as an experiment in collaborative development between Codex and Claude Code.
- Creator
- CreOneGames
- Reviews
- -
- Added
- Jul 22, 2026
Public Steam disclosure research 25,877 disclosures tracked
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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.
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I made this as an experiment in collaborative development between Codex and Claude Code.
AI tools were used during development to help write the game's code and store text.
Only assets like art and sound were generated using AI. Code was designed and programmed by me.
This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay.
Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running.
Train Trek uses generative AI in two ways. During development we used AI tools to help make some assets: the user-interface art (HUD and menu icons, menu artwork, frames, button plates, mouse cursors), the instrumental soundtrack, and some sound effects. All of it was chosen, edited and finished by hand before it shipped. The 3D models are built procedurally by our own scripts, and the design, world generation and balancing are authored by hand. Parts of the source code were written with an AI coding assistant, reviewed and tested by the developer. While you play, the game speaks using a text-to-speech model that ships inside the game and runs entirely on your own computer. It voices tutorial guidance, hints and menu narration instead of pre-recorded audio. It needs no internet connection, sends nothing anywhere, and never records or listens to you. It only reads lines we wrote and shipped with the game - it does not invent dialogue.
Was used to help produce game buttons, physics, and level editor.
Some of the promotional artwork for MoonCraft was created using generative AI tools. All in‑game content, gameplay assets, code, and visuals were created manually without AI. Only the store page art uses AI; the game itself does not include AI‑generated content.
Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play.
本作の開発では、生成AIを使用しています。
Generative AI tools were used during development to assist with the game's custom C# code, gameplay systems, UI structure and layout, in-game written content, official word list, localization in nine languages, and draft store-page copy. All AI-assisted outputs were reviewed, edited, tested, and integrated by the developer. Visual art, icons, fonts, music, and sound effects are separately licensed third-party assets. No generative AI is used during gameplay, and the game does not connect to external AI services.
Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic.
Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material.
As this is a solo-developed project, I have utilized generative AI assistants for the writing, debugging, and structuring of the game's programming code. Additionally, AI has been used in a very minor and complementary capacity for some secondary environmental visual elements. The vast majority of the core artistic assets, art direction, game design, 3D modeling, and overall experience have been entirely hand-crafted and assembled.
Some of the graphics and illustrations used in the game were created with the help of generative AI and have been reviewed and edited by the developers. Generative AI is not used during gameplay.
Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx.
Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service.
Paste this for the "how" description: All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game.
This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release.
As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually!
The capsules and in-game art are pre-generated.
using artificial intelligence for images
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.
Artificial intelligence tools were used in the creation of this game’s art assets and code.
Human-designed, AI-assisted in the creation of game assets.
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.
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.
AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed.
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.
AI were used to assist with translating text into multiple languages.
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.
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.
We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible.
Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release.
Portions of the application code were developed with AI assistance. Some UI text translations were produced with AI tools and reviewed by the developer. All visual assets, artwork, and design are human-made.
Our team uses generative AI tools to help develop some in game assets.
For complete transparency with our players, here is our stance on how this game is built: 1. Human Craftsmanship First Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution. 2. Bridging the Resource Gap Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you. 3. Moving Forward, Never Backward Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward. The Bottom Line We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
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.
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.
This game uses AI-generated artwork for store page assets, including capsule images, promotional graphics, and character illustrations. The game logo and visual marketing materials were created with the assistance of AI image generation tools. No AI content is generated during gameplay — all in-game content is pre-authored. No third-party AI services are connected during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SuperSubmarine Dev only code | I made this as an experiment in collaborative development between Codex and Claude Code. | CreOneGames | - | Jul 22, 2026 | |
Noon Saloon Dev only textcode | AI tools were used during development to help write the game's code and store text. | Racc PG | - | Jul 22, 2026 | |
Glyphrune In-game content artaudio | Only assets like art and sound were generated using AI. Code was designed and programmed by me. | Caitlyn Walsh (CaveBit Studios) | - | Jul 22, 2026 | |
STAY: Possession • Obsession • Permanence In-game content artaudio | This game includes some pre-generated artwork and sound effects created with the assistance of generative AI. These assets were reviewed, selected, and integrated by the developer during development. The game does not use live generative AI during gameplay. | Zyphor Studios | - | Jul 22, 2026 | |
ASTERSTEAD In-game content arttextcode | Generative AI tools were used during development to assist with visual assets, in-game text, localization, and programming. All AI-assisted content was reviewed, edited, tested, and integrated by the developer. No generative AI is used while the game is running. | LUMICROFT | - | Jul 22, 2026 | |
Train Trek Live AI artaudiocode | Train Trek uses generative AI in two ways.
During development we used AI tools to help make some assets: the user-interface art (HUD and menu icons, menu artwork, frames, button plates, mouse cursors), the instrumental soundtrack, and some sound effects. All of it was chosen, edited and finished by hand before it shipped. The 3D models are built procedurally by our own scripts, and the design, world generation and balancing are authored by hand. Parts of the source code were written with an AI coding assistant, reviewed and tested by the developer.
While you play, the game speaks using a text-to-speech model that ships inside the game and runs entirely on your own computer. It voices tutorial guidance, hints and menu narration instead of pre-recorded audio. It needs no internet connection, sends nothing anywhere, and never records or listens to you. It only reads lines we wrote and shipped with the game - it does not invent dialogue. | Aixceptional | - | Jul 22, 2026 | |
Bumper Core Unclear | Was used to help produce game buttons, physics, and level editor. | Nelaria | - | Jul 22, 2026 | |
MoonCraft In-game content art | Some of the promotional artwork for MoonCraft was created using generative AI tools.
All in‑game content, gameplay assets, code, and visuals were created manually without AI.
Only the store page art uses AI; the game itself does not include AI‑generated content. | Aluminati Studios | - | Jul 22, 2026 | |
WAZATO: Sabotage or Mistake? In-game content arttext | Generative AI was used to create artwork for the title screen, lobby background, and some UI decorations. The generated images were selected, edited, and sliced by the development team before being integrated into the game. Generative AI was also used to assist with drafting and editing some mini-game prompts. The game does not use generative AI at runtime and does not connect to external AI services during play. | Nichicoma LLC | - | Jul 22, 2026 | |
Sea of Electronica Unclear | 本作の開発では、生成AIを使用しています。 | Playbooster | 22 | Jul 22, 2026 | |
Draw it, Forget it In-game content codetext | Generative AI tools were used during development to assist with the game's custom C# code, gameplay systems, UI structure and layout, in-game written content, official word list, localization in nine languages, and draft store-page copy.
All AI-assisted outputs were reviewed, edited, tested, and integrated by the developer. Visual art, icons, fonts, music, and sound effects are separately licensed third-party assets.
No generative AI is used during gameplay, and the game does not connect to external AI services. | Boatboat Games | - | Jul 22, 2026 | |
Warix In-game content artaudio | Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic. | Star-snuffing Black | - | Jul 22, 2026 | |
Delphyr: The Deep Whispers In-game content artaudio | Some content in this game was created with the assistance of generative AI tools, then curated, edited, and integrated by hand by the solo developer. This includes: character and enemy sprite animations (AI-generated video processed by hand into sprite animations), environment and background artwork, the story tapestry illustrations, title and store artwork, music, and some sound effects. All such content is pre-rendered and ships with the game — nothing is generated live at runtime. All content was reviewed by the developer to ensure it does not include illegal or infringing material. | Collin Schreyer | - | Jul 22, 2026 | |
Espetero Simulator In-game content artcode | As this is a solo-developed project, I have utilized generative AI assistants for the writing, debugging, and structuring of the game's programming code.
Additionally, AI has been used in a very minor and complementary capacity for some secondary environmental visual elements. The vast majority of the core artistic assets, art direction, game design, 3D modeling, and overall experience have been entirely hand-crafted and assembled. | K0RE GAMES | - | Jul 22, 2026 | |
Bugfix Billionaire In-game content art | Some of the graphics and illustrations used in the game were created with the help of generative AI and have been reviewed and edited by the developers. Generative AI is not used during gameplay. | PrimeFall Studios | - | Jul 22, 2026 | |
Moo Who? In-game content textartaudio | Generative AI tools were used during development to assist with localization, some in-game GUI icons and sfx. | SAT Productions | 106 | Jul 22, 2026 | |
圣盾骑士 In-game content art | Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service. | Xingluo Games | - | Jul 22, 2026 | |
Scrumbag In-game content artaudio | Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release. | Stockout Studio | - | Jul 22, 2026 | |
Fast Charging Tycoon Dev only code | AI was used to help develop parts of the game such as code, formulas, and concepts. Game origination, development, assets, and management was solely led by human solo developer. There is no use of AI during any active play of this game. | Charged Future | - | Jul 22, 2026 | |
Matter MazeBall: Element Trials In-game content art | This game uses content created with the assistance of generative AI. Some of the game's artwork and visual assets, along with its store page and marketing text, were produced with generative AI tools. The core gameplay — levels, mechanics, and the real-time 3D visuals rendered by the game engine — is hand-designed and code-generated by the developer. No generative AI content is created in real time during gameplay; all assets are finalized and reviewed before release. | Garoo Interactive | - | Jul 22, 2026 | |
Journeybound Idle In-game content artaudio | As a solo developer, I unfortunately cannot afford to hire artists or creators, so the media in my game is a mix of AI-generated and hand-edited/crafted. I would love to have my assets professionally made, but the cost of somewhere around two thousand icons, portraits, and other media assets would be far more than I can afford as just some guy working alone. I've done my best to create the best art and sounds with the tools I have access to, trying extremely hard to make things you will enjoy. If this game were to ever be successful enough, I'd love to hire professional artists one day to remake my assets (and for my future games). I thank you for your understanding, and I hope the game is good enough to get me there eventually! | Max Luck Gaming | 26 | Jul 22, 2026 | |
Sudoku Girls: Hawaii Vacation In-game content art | The capsules and in-game art are pre-generated. | U.D. Games | - | Jul 22, 2026 | |
Zombie Parking Lot Defense Unclear art | using artificial intelligence for images | FourVerseGames | - | Jul 22, 2026 | |
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 | |
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 | |
Chronicles of the Fallen Realm In-game content art | Human-designed, AI-assisted in the creation of game assets. | Cinderfall 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 | |
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 | |
Eternal Embrace: Lumina's Sunshine In-game content artaudio | AI image-generation tools were used to create the background illustrations, card illustrations, and other visual assets for this game. AI tools were also used to produce the background music (BGM), based on melodies I composed. | Lumina Games Studio | - | 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 | |
列车怪谈:虚像之境 In-game content text | AI were used to assist with translating text into multiple languages. | 司命工作室 | - | 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 | |
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 | |
We'll Be Fine Store/marketing art | We’re currently using AI-generated images for our Steam page as temporary placeholders. We plan to replace them with original artwork as soon as possible. | BlindFoxGames | - | Jul 22, 2026 | |
Cauldron Cartel In-game content art | Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release. | SHG | - | Jul 22, 2026 | |
DeskCanvas In-game content codetext | Portions of the application code were developed with AI assistance. Some UI text translations were produced with AI tools and reviewed by the developer. All visual assets, artwork, and design are human-made. | Re: | - | 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 | |
Koryos : Sons Of Mars Unclear | For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support. | CosmicTwin | - | 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 | |
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 | |
TRUMPP VS ELON TYCOON Store/marketing art | This game uses AI-generated artwork for store page assets, including capsule images,
promotional graphics, and character illustrations. The game logo and visual marketing
materials were created with the assistance of AI image generation tools.
No AI content is generated during gameplay — all in-game content is pre-authored.
No third-party AI services are connected during gameplay. | BlackTea Games | - | Jul 22, 2026 |