AI was used to generate some game assets.
- Creator
- Vetra
- Reviews
- -
- Added
- Sep 1, 2026
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AI was used to generate some game assets.
Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated.
Some of the displayed visuals were generated with the assistance of AI.
Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand: 1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence. 2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand. 3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked. 4. The intro and outro cinematic stills, the title screen, and the store key art. 5. Ambient critters and butterflies, converted from hand-made source art. Everything else you see, read, and hear was made by people.
Generative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer.
The game is developed with AI assistance
AI was used to help program the game. All art, assets, and game design decisions did not use any AI.
OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay.
The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play.
Music and images were generated with the use of AI.
Generative AI tools were used during development to assist with the creation of game content. All generated products are carefully reviewed, edited, and assembled by the development team.
Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation. Some AI generation for promotional imagery
Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game.
As a solo-developed game, Generative AI is utilized to generate: Artwork Voiceovers And may be utilized in: De-bugging
I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together.
Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services.
Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience!
This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
本作では、ゲーム内で生成AIを多分に使用しています
Generative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running.
Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running.
Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
ゲーム内で使用している一部のUI画像やタイトルロゴの制作に生成AIを使用しています。ゲームプレイ中に生成AIによるコンテンツ生成は行われません
游戏内部分美术与音乐素材由AI产出后经调整并应用
Art: AI image tools assisted with 2D assets/icons; all final art was will be replaced by our artists based on original designs and concept. Localization: Core languages were translated by our team; additional languages use AI-assisted translation. This currently includes some 2D art assets (character, enemy, maps, and environment artwork and a few remaining icons), achievement icons and store artwork, and AI-assisted translation of the game's text into languages beyond the original Arabic & English, with human review. The in-game credits include an AI usage disclosure. The game does not generate any content at runtime (no live AI-generated content) Note: We are deliberately moving away from AI-generated assets. The AI-generated UI art set (themed frames, buttons and panel artwork) has already been removed from the build because it did not fit the game's art direction, and the interface now uses normal unity built elements; we will share that set only as a design concept while we look for an artist to rebuild the interface art from scratch. Our intent is to replace the remaining AI-generated images with original, non-AI artwork. We currently rely on AI only as a temporary baseline until we can work with experienced artists in Middle Eastern art to create the final assets.
We used AI-assisted tools during development to help create and iterate on internal game code, UI sprites, and some 3D model assets. All AI-assisted outputs were reviewed, edited, and approved by the development team before being included in the game. The game does not allow players to generate AI content during gameplay.
As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects. It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me. Thank you for supporting indie development!
Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals. AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements.
The promotional video on the game's store page used AI-generated character animation slices.
Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation.
Some icons and models were developed with the assistance of AI.
Some parts of the UI
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI.
AI was used to create some of the textures and translations.
Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game.
Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call.
Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this.
Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release.
Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay.
AI was used in the localization of the game.
We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game.
Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay.
Some illustrations in‑game are created using AI‑generated frameworks, followed by subsequent manual refinement.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services.
During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Unreported Shift In-game content art | AI was used to generate some game assets. | Vetra | - | Sep 1, 2026 | |
Iron Remnant In-game content art | Generative AI was used to assist in creating select background artwork and visual assets for the game. All assets were manually edited and refined before being integrated. | Kal Studios | - | Sep 1, 2026 | |
Forge Shop Unclear art | Some of the displayed visuals were generated with the assistance of AI. | JoyMore | - | Sep 1, 2026 | |
Veil of Time In-game content audioart | Veil of Time is a hand-built game. The maps, the writing, the music, the interface, and the game design are all human work. Generative AI was used in five specific places, each reviewed and finished by hand:
1. Voice acting. Every line of dialogue and every in-game book can be spoken aloud (3,707 voice clips), synthesized with ElevenLabs from the game's own written script. We chose this so the story stays open to players with low vision or reading difficulties, and to younger players who are not fast readers yet. A voice cast of this size would otherwise be out of reach for a small studio. No performance was cloned from a real person without licence.
2. Character and bestiary portraits, generated from the game's original hand-made sprites and finished by hand.
3. Some character sprites and the party's battle animation sheets, produced with AI assistance from the project's own hand-drawn art, then hand-corrected and palette-locked.
4. The intro and outro cinematic stills, the title screen, and the store key art.
5. Ambient critters and butterflies, converted from hand-made source art.
Everything else you see, read, and hear was made by people. | Quorum | - | Sep 1, 2026 | |
Burrows of Cairntir In-game content artaudio | Generative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer. | Cairntir Games | - | Sep 1, 2026 | |
Trumps Of Albion Unclear | The game is developed with AI assistance | Ka Yan Liu | - | Sep 1, 2026 | |
John Whisk Dev only code | AI was used to help program the game. All art, assets, and game design decisions did not use any AI. | Magirush | - | Sep 1, 2026 | |
Desk Hunter Store/marketing art | OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay. | Corner Forge | - | Sep 1, 2026 | |
Palimpsest Idle In-game content artaudio | The visual art in Palimpsest Idle (character, enemy, weapon, equipment, icon and background art) was created during development using AI image generation tools, then curated, processed and hand-assembled by the developer. The game's two music tracks were produced during development using an AI music composition service under a licence granting full ownership of the resulting compositions. Sound effects are royalty-free library recordings and are not AI-generated. No content is generated while the game is running - all assets ship as fixed files, and the game makes no network requests during play. | Studio J3L | - | Sep 1, 2026 | |
And who is the maiden? In-game content artaudio | Music and images were generated with the use of AI. | Cipi Games | - | Sep 1, 2026 | |
Vortex Force Unclear | Generative AI tools were used during development to assist with the creation of game content. All generated products are carefully reviewed, edited, and assembled by the development team. | tachyonFlux | - | Sep 1, 2026 | |
Pocket Adventurer In-game content artcode | Pocket Adventurer is a solo-developed game that uses AI tools as part of its production pipeline. Character and monster artwork is originally hand-drawn, then processed with AI animation tools and converted into animated sprite sheets for use in the game. Code was written with AI coding assistance under direct human design, testing, and review. All content is pre-rendered; the game contains no live AI generation.
Some AI generation for promotional imagery | lowpolysaint | - | Sep 1, 2026 | |
Mind The Quota In-game content arttext | Generative AI tools have been used as support in the development of this game. They were primarily used for programming, translations, and some background and art elements. All content has been manually reviewed and approved before being included in the game. | MISHOWARE | - | Sep 1, 2026 | |
Rise To Valor audiocode | As a solo-developed game, Generative AI is utilized to generate:
Artwork
Voiceovers
And may be utilized in:
De-bugging | ZuperMoron | - | Sep 1, 2026 | |
Trinity Descent In-game content art | I cannot draw and I have no experience with graphics either, which is why I turned to AI for the images in the game: the creatures, items, zones and the class portraits. I picked, edited and placed every single one of them myself, and plenty were thrown out again before the rest fit together. | Lipsia Games | - | Sep 1, 2026 | |
Moonwrought Bastion In-game content artaudiotext | Generative AI was used during development to create or refine pre-generated visual assets, music and audio, and localization drafts included in the game and its marketing materials. All such content was reviewed and curated by the developer before release. The game does not generate AI content during play and does not send player data to external AI services. | Moonwrought Games | - | Sep 1, 2026 | |
Heroes of Aetheria : Crystal Siege Dev only codetext | Note: Developed entirely solo, this project utilizes modern auxiliary tools for code optimization and localization. If you encounter any bugs, please feel free to reach out to help improve the game experience! | Aethel Studio | - | Sep 1, 2026 | |
查尔诺卢斯基的办公室 Charnoluzky's Office In-game content art | This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement. | EgraphonGames | - | Sep 1, 2026 | |
PEEMAN In-game content artcode | Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay. | TheFoolHead | - | Sep 1, 2026 | |
裂光のセリアーナ Live AI text | 本作では、ゲーム内で生成AIを多分に使用しています | ワイズ万 | - | Sep 1, 2026 | |
Three Kingdoms Heroic Tales In-game content arttext | Generative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running. | hizaniya games | - | Sep 1, 2026 | |
The Little Stomping Girl In-game content artaudiocode | Generative AI was used to assist in creating some UI graphics, equipment graphic assets, and music, as well as to assist with programming. All generated content was reviewed and edited as needed by the developer. No live-generated AI content is used while the game is running. | DreamaGames | - | Sep 1, 2026 | |
百夜炼诡录 In-game content art | Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game. | Biranran | - | Sep 1, 2026 | |
竜狩りRPG In-game content art | ゲーム内で使用している一部のUI画像やタイトルロゴの制作に生成AIを使用しています。ゲームプレイ中に生成AIによるコンテンツ生成は行われません | koganin | - | Sep 1, 2026 | |
凡塔西娅的幻境 In-game content artaudio | 游戏内部分美术与音乐素材由AI产出后经调整并应用 | http://steamcommunity.com/groups/ 15152333 | - | Sep 1, 2026 | |
Desert Survival In-game content arttext | Art: AI image tools assisted with 2D assets/icons; all final art was will be replaced by our artists based on original designs and concept.
Localization: Core languages were translated by our team; additional languages use AI-assisted translation.
This currently includes some 2D art assets (character, enemy, maps, and environment artwork and a few remaining icons), achievement icons and store artwork, and AI-assisted translation of the game's text into languages beyond the original Arabic & English, with human review. The in-game credits include an AI usage disclosure.
The game does not generate any content at runtime (no live AI-generated content)
Note: We are deliberately moving away from AI-generated assets. The AI-generated UI art set (themed frames, buttons and panel artwork) has already been removed from the build because it did not fit the game's art direction, and the interface now uses normal unity built elements; we will share that set only as a design concept while we look for an artist to rebuild the interface art from scratch. Our intent is to replace the remaining AI-generated images with original, non-AI artwork. We currently rely on AI only as a temporary baseline until we can work with experienced artists in Middle Eastern art to create the final assets. | D Soft Gaming Studio | - | Sep 1, 2026 | |
Project Car In-game content artcode | We used AI-assisted tools during development to help create and iterate on internal game code, UI sprites, and some 3D model assets. All AI-assisted outputs were reviewed, edited, and approved by the development team before being included in the game. The game does not allow players to generate AI content during gameplay. | Quadpixel Games | - | Sep 1, 2026 | |
Aeonfall In-game content artaudio | As a solo game designer, bringing a video game to life is something I always dreamed of. To help realize my creative vision, I used AI tools to assist with certain aspects of development such as game backgrounds and sound effects.
It is important to note that AI was used as a starting point, not a final solution. Every asset was reviewed by hand to ensure it fits the game's world and artistic direction. The core gameplay, design, and story remain 100% created by me.
Thank you for supporting indie development! | Neuralnet LLC | - | Sep 1, 2026 | |
Soulstonia In-game content arttext | Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay. | Gabriel's Games | - | Sep 1, 2026 | |
Crimson Moon In-game content text | An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals.
AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements. | ProbablyMonsters | - | Sep 1, 2026 | |
Speculators Store/marketing art | The promotional video on the game's store page used AI-generated character animation slices. | Fireseeds | - | Sep 1, 2026 | |
Dirt Spoon in Another World In-game content art | Some 2D art assets in this game — a portion of the character portraits, unit sprites, and city illustration backgrounds — were created with the assistance of AI image-generation tools (Google Gemini) during development. All such assets are pre-generated, then reviewed and curated by the developer before being included in the build; the game does not generate any AI content live at runtime. Game text, design, code, and systems are authored by the developer without live AI generation. | Underdog Games Inc. | - | Aug 31, 2026 | |
Stickman & Wildland Chariot In-game content art | Some icons and models were developed with the assistance of AI. | SleepyCatTech | - | Aug 31, 2026 | |
Song of the Stone | Some parts of the UI | LetiGames | - | Aug 31, 2026 | |
Voxel Wild In-game content arttext | Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services. | Tero Games | - | Aug 31, 2026 | |
Don't Touch Me - Goblin Zombies In-game content art | The capsule images, library assets, images in the “About This” description, and the in-game main menu background were generated using AI. | Candy Studio | - | Aug 31, 2026 | |
Loong And Fox In-game content arttext | AI was used to create some of the textures and translations. | Nocoo Fox | - | Aug 31, 2026 | |
Curse Appraiser In-game content art | Generative AI tools were used in the creation of certain visual art assets. All generated content was reviewed and edited by our development team before being included in the final game. | ZESTBEAT | - | Aug 31, 2026 | |
Hushed Ledger In-game content artaudiotext | Some art, the 3D models, the music beds, the sound effects and all character voice lines were produced with generative AI tools during development, then hand-reviewed, edited and shipped as fixed assets. Nothing is generated while you play: the game ships every asset on disc, runs no model, and makes no network call. | Morass | - | Aug 31, 2026 | |
The Needle In-game content artaudio | Save Point has been in continuous development since 2021 and is, to our knowledge, the world’s first purpose-built AI-native interactive cinematic engine. The Needle uses this technology to deliver a continuously responsive cinematic experience that goes far beyond conventional branching video. AI-assisted production tools helped create portions of the game’s pre-rendered audiovisual content, with every shipped asset human-directed, reviewed, edited, and integrated. The game also offers locally processed voice controls, alongside keyboard and gamepad support. No unreviewed audiovisual content is generated and delivered to players during gameplay. The project represents tens of thousands of hours of human design, engineering, direction, editing, and testing, with AI serving as the enabling technology behind an experience an independent studio could not otherwise produce at any cost, much less a reasonable one. We didn't use AI to save money, we used it because without AI there wasn't enough money in the world to build a game like this. | Save Point LLC | - | Aug 31, 2026 | |
Lateral Crawl In-game content audio | Lateral Crawl will launch in Early Access. The Early Access build will contain some AI-generated and developer-edited sound effects, which are planned to be replaced before the 1.0 release. | Gideon X | - | Aug 31, 2026 | |
The Child Who Serves the Hanul In-game content artaudiotext | Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team. | Seungjun Lee | - | Aug 31, 2026 | |
霓虹尖塔 In-game content arttext | During development, this game used generative AI to assist in creating certain visual assets and text content. All final content has been reviewed, edited, and approved by the developer; the game does not include any functionality that dynamically generates content with AI during gameplay. | romming778 | - | Aug 31, 2026 | |
Before I Turn: Survival Auto Battler In-game content text | AI was used in the localization of the game. | fragilent | - | Aug 31, 2026 | |
Saintess Anno In-game content text | We used AI to assist in creating portions of the game text, and leveraged AI tools to translate in-game content into English. All AI-generated content has been manually reviewed and vetted before being finalized for inclusion in the game. | Triangle Cat Studio | - | Aug 31, 2026 | |
Dungeon Crawl 94: What Was Taken In-game content artaudio | Generative AI tools were used during the development of Dungeon Crawl 94: What Was Taken to assist in creating portions of the game's artwork, music, and other pre-generated creative content. Generative AI was also used to create some promotional artwork displayed on the Steam store page and in the Steam Library. All AI-generated content is pre-generated and incorporated during development; the game does not use live generative AI during gameplay. | Underwood Studios | - | Aug 31, 2026 | |
南京1937:刺刀下的呼吸 In-game content art | Some illustrations in‑game are created using AI‑generated frameworks, followed by subsequent manual refinement. | Yang Studio | - | Aug 31, 2026 | |
Timber! Idle Village Builder In-game content artaudiotext | Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime. | Velron Games | - | Aug 31, 2026 | |
System Arrival In-game content art | Some pre-generated 2D artwork used in the game and in Steam store and marketing materials was created with the assistance of generative AI tools. All AI-assisted assets were selected, reviewed, edited, and integrated by the development team before inclusion. No content is generated by AI during gameplay, and the game does not connect to live generative AI services. | ANLI GAMES | - | Aug 31, 2026 | |
Incremental Wars In-game content art | During the early design process, we used generative AI, and then our graphic artist redraw the in-game graphic elements and animations. | Artex Games | - | Aug 31, 2026 |