AI-assisted tools were used throughout development.
- Creator
- Zirve Games
- Reviews
- -
- Added
- Sep 25, 2026
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AI-assisted tools were used throughout development.
AI tools were used to assist in the creation of store Assets
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Generative AI tools were used to assist with some assets.
Garden Diary uses generative AI in these places, all reviewed and edited by me: • Code - written with an AI coding assistant. • Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way. • Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant. No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used selectively during development to assist with certain text, data and visual workflows. Baseline Basketball Manager is developer-directed, with its gameplay systems, simulation logic, balancing and final content curated by the developer. The game does not generate AI content during gameplay.
Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI. Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content.
Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play.
Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players.
Some textures were created with AI assistance.
Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights.
AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content.
Some images in the game were created using generative AI.
Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life. Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service. I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun. The goal should always be making something that human beings will enjoy.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
This game uses generative AI in the creation of some 2D and 3D artwork, images and videos used for visual presentation, as well as assets for the Steam store page and marketing materials. Generative AI-assisted tools were also used for some text creation and localization. All generated content has been reviewed and edited by the developer before use. The game does not use generative AI to generate content in real time during gameplay.
Generative AI tools were used during the development of the game to create and assist with certain pieces of content. AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game. AI was also used as an assisting tool for creating text content and localizing the game into other languages.
Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text.
Mesh generation, voices, music
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
We currently use generative AI-assisted tools during development to create some pre-generated visual content. The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game. The game does not generate AI content during gameplay and does not connect to external AI services while running.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay.
Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer.
This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service.
Generative AI tools were used during development to assist with creating artwork and textures, preparing audio, and drafting written content.
This game may contain generative artificial intelligence.
The soundtrack is AI generated.
Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art). All in-game content, gameplay, and screenshots are created without the use of generative AI.
The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay.
Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
Generative AI was used only as a supporting tool for creating fictional game names and for language translation.
Utilize AI for localized translation and pre-rendering
Some of this game's user-interface text, its Korean, English, Japanese and Simplified Chinese translations, parts of this store page, and the on-screen text in the trailer were written with the assistance of generative AI tools, then reviewed and edited by the developer. All 3D models, user-interface art and sound effects are licensed from commercial asset stores. All artwork made for this game, including the app icon, store art and trailer, is rendered or captured from the game itself rather than produced by an image- or video-generation model. The game does not generate any content at runtime and does not connect to any AI service during play.
The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Seashell Hoarder Unclear | AI-assisted tools were used throughout development. | Zirve Games | - | Sep 25, 2026 | |
CHAMBER 13 Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Sep 25, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Too Many Capybaras: Sort Together In-game content art | This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play. | Tidywreck | - | Sep 25, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Garden Diary In-game content arttextcode | Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording. | MMageGangsta | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
KEYLINGS In-game content arttext | Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services. | ZAKO GAMES | - | Sep 25, 2026 | |
Baseline Basketball Manager 27 Dev only textart | Generative AI tools were used selectively during development to assist with certain text, data and visual workflows. Baseline Basketball Manager is developer-directed, with its gameplay systems, simulation logic, balancing and final content curated by the developer. The game does not generate AI content during gameplay. | Baseline Basketball Manager | - | Sep 25, 2026 | |
Courier Chaos In-game content arttext | Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI.
Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ. | J Games | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Hunt or Pray Live AI art | Generative AI was used to create and refine the game's store capsule art and logo. No other in-game assets were generated with generative AI, and to the best of my knowledge, the same is true of third-party assets. Separately, a model trained with reinforcement learning controls enemy behavior. It does not generate content. | Rusty Clover | - | Sep 25, 2026 | |
Anatolian Soup Simulator In-game content art | Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play. | Simurg Software and Games | - | Sep 25, 2026 | |
Minus Zero Live AI textart | Generative AI was used with human review to assist with portions of the store page text, promotional artwork, and illustrative building blueprint previews. These illustrations are development artwork; actual gameplay appearance may vary. During gameplay, a locally running language model generates text responses in the AI OS tablet and robot chat interfaces. Robot gathering and construction actions use programmed game systems. The language model runs on the player’s computer and does not require an external third-party AI service. | Black Thorn Labs LLC | - | Sep 25, 2026 | |
Wildfire Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's own code. | MonkeyCat Games | - | Sep 25, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Deadly Stock Store/marketing arttext | Generative AI was used to assist with the creation of some promotional artwork, Steam store page copy, and translations. These materials were prepared during development, before being presented to players. | Future_studio | - | Sep 25, 2026 | |
Broken Family 1: Mr. Rabbit In-game content art | Some textures were created with AI assistance. | AURORA STUDIO | - | Sep 25, 2026 | |
Utkant In-game content textcode | Utkant is a solo project developed with the help of AI coding assistants. The store page text and some in-game writing were drafted with AI assistance, then reviewed and edited by the developer. Nothing is generated by AI while you play. | Mathias Rørvik | - | Sep 25, 2026 | |
I Was Reincarnated as a Bosozoku Hamster, So I Became a Racing Champion to Return Home In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
Zomboroad In-game content arttextcode | AI Disclosure Statement:Code Optimization: AI tools were used as an assistant during development to review the C# source code and optimize algorithms for better in-game performance (higher FPS).Localization: The translation of game texts into multiple languages was generated using AI translation tools and manually reviewed for quality.Visual Assets: The loading screens were created with the assistance of AI image generation tools and polished for in-game integration. All generated content has been verified to ensure it does not infringe on existing copyrights. | ChritzleCraft | - | Sep 25, 2026 | |
Eyes Behind 2 In-game content artaudiotext | AI tools assisted in developing certain visual and audio elements, design references, and translations. The development team reviewed and finalized all published content. | chambazGames | - | Sep 25, 2026 | |
Unlucky Duck In-game content art | Some images in the game were created using generative AI. | Oldtushka | - | Sep 25, 2026 | |
Roadshift In-game content artcodetext | Roadshift was developed with assistance from generative AI tools (such as Large Language Models) to help write and structure the source code and draft store descriptions, as well as generating in-game images, assets, art, and 3D models. The game does not feature live, runtime generative AI. | RVLWorks | - | Sep 25, 2026 | |
SLING CITY In-game content artaudio | Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service. | Trago LLC | - | Sep 25, 2026 | |
Haemu Station: The Last Announcement In-game content artaudiotext | Generative AI was used to create pre-rendered story illustrations, horror encounter images, promotional artwork and music. AI tools also assisted with narrative text and localization. These assets are prepared in advance; the game does not generate AI content during play. | NION | - | Sep 25, 2026 | |
Tooth And Tusk In-game content artaudiotextcode | NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Tooth and Tusk was created using generative AI throughout development, including its artwork and visuals, music, sound effects, character voices, text and dialogue, and game code. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy. | NBD2 | - | Sep 25, 2026 | |
Fishball Defence In-game content arttext | Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services. | BitForest | - | Sep 25, 2026 | |
PHANTOM GAMBIT|CORE HEIST ARENA In-game content arttext | This game uses generative AI in the creation of some 2D and 3D artwork, images and videos used for visual presentation, as well as assets for the Steam store page and marketing materials. Generative AI-assisted tools were also used for some text creation and localization. All generated content has been reviewed and edited by the developer before use. The game does not use generative AI to generate content in real time during gameplay. | Exergy Studio | - | Sep 25, 2026 | |
Orbtrix In-game content artaudiotext | Generative AI tools were used during the development of the game to create and assist with certain pieces of content.
AI was used to generate some visual elements, including individual icons, as well as some sound effects. Some generated assets were further edited and adapted for use in the game.
AI was also used as an assisting tool for creating text content and localizing the game into other languages. | Sinonium | - | Sep 25, 2026 | |
A Life Ashore In-game content artaudiotext | Generative AI tools were used during development to help create some 3D models and textures, UI and icon artwork, character voice recordings, sound effects, promotional artwork, and store-page text. These are pre-generated assets and text. | daggg3r | - | Sep 25, 2026 | |
Hollow Covenant In-game content artaudio | Mesh generation, voices, music | Fellow Software LTDA | - | Sep 25, 2026 | |
Serious Bara In-game content artaudiotext | Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime. | Emmington Entertainment | - | Sep 25, 2026 | |
Wallstrike In-game content art | We currently use generative AI-assisted tools during development to create some pre-generated visual content.
The capsule artwork on the Steam store page is currently AI-assisted and is intended to be replaced before release. We also use Kimodo as an aid in generating and refining character animations used in the game.
The game does not generate AI content during gameplay and does not connect to external AI services while running. | Ctrl+Gecko | - | Sep 25, 2026 | |
I Hate Cuteness In-game content arttext | We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play. | Ennface | - | Sep 25, 2026 | |
电网大亨 Store/marketing art | Some store page promotional images and capsule artwork were created with generative AI. All in-game assets, models and UI graphics are manually created by the development team. No AI-generated content will be produced during gameplay. | ITCG | - | Sep 25, 2026 | |
Cubeshire In-game content text | Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer. | Richard Hawkesford | - | Sep 25, 2026 | |
CaveTunnel AntiMotion Store/marketing codearttext | This software used generative AI assistance during development and publishing: programming code development assistance (large language models such as DeepSeek), store page promotional artwork generated with ChatGPT, and localization of the interface languages. The software does NOT use any AI at runtime, does not generate any AI content while running, and does not connect to any external AI service. | TJH | - | Sep 25, 2026 | |
Money Burner In-game content artaudiotext | Generative AI tools were used during development to assist with creating artwork and textures, preparing audio, and drafting written content. | Oxalis Studios | - | Sep 25, 2026 | |
Endless Droppers general | This game may contain generative artificial intelligence. | Bret | - | Sep 25, 2026 | |
aSc Boom In-game content audio | The soundtrack is AI generated. | Juro | - | Sep 25, 2026 | |
Frogging Up: Frog Climb Rage Game In-game content art | Generative AI was used to assist in the creation of some promotional and marketing materials (such as key art).
All in-game content, gameplay, and screenshots are created without the use of generative AI. | Witenovastudio OÜ | - | Sep 25, 2026 | |
Never Ending Trail In-game content arttext | The store artwork (key art, capsule images, logo) was created with the help of generative AI and then selected and edited by hand. AI tools assisted with programming, in-game text and translations; all content was reviewed and revised by the developer. The in-game 3D models, textures and animations come from licensed asset packs and are not AI-generated. No content is generated by AI during gameplay. | Leonard | - | Sep 25, 2026 | |
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
Game Store Keeper Dev only text | Generative AI was used only as a supporting tool for creating fictional game names and for language translation. | StiffGits Games | - | Sep 25, 2026 | |
影袭 In-game content text | Utilize AI for localized translation and pre-rendering | 倍科莱游戏 | - | Sep 25, 2026 | |
Squish & Seek textartaudio | Some of this game's user-interface text, its Korean, English, Japanese and
Simplified Chinese translations, parts of this store page, and the on-screen text
in the trailer were written with the assistance of generative AI tools, then
reviewed and edited by the developer.
All 3D models, user-interface art and sound effects are licensed from commercial
asset stores. All artwork made for this game, including the app icon, store art
and trailer, is rendered or captured from the game itself rather than produced by
an image- or video-generation model. The game does not generate any content at
runtime and does not connect to any AI service during play. | Zukunft | - | Sep 25, 2026 | |
BETWEEN ROOMS In-game content audio | The game includes pre-generated content created with the help of generative AI, including some character voice lines and sound effects. | Viis | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 |