Working on replacing some audio and a few other visuals that were generated as place holder assets.
- Creator
- Super Subatomic Games, LLC
- Reviews
- -
- Added
- Aug 26, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Working on replacing some audio and a few other visuals that were generated as place holder assets.
This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running.
All art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer. TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
AI assistance was used to create and visually enhance some of the visuals in the trailer.
AI is used only for translation.
Generative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup. The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future. No AI-generated content is used for graphics, sound, or narrative/story content.
- Handcrafted music enhanced with AI - AI-generated SFX
Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game.
Use of AI-generated content: solely for visual design. Most of the visuals were created using a generative artificial intelligence.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Our team uses AI tools to help develop some in-game content
The English translation of the store page was created using generative AI.
Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames. AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game. As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game. AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Graphic material for the end screen and cover.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
The localization of this game was created using AI translation tools.
We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team.
Generative AI tools were used to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
Promotional graphics ( capsule) generated using AI tools.
Some current promotional and store page artwork was created with the assistance of generative AI tools.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay.
The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer. All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer. Nothing is generated by AI while you play. All content ships with the game and never changes.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to.
This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently.
AI is used only for the main menu animation of the game.
Includes AI generated music tracks.
We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process.
Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
Use of AI to create the artwork (background) for the capsule image.
Policy on the Use of Generative AI Technology in Our Titles HUGA INC. (hereinafter referred to as "the Company") actively adopts and utilizes generative AI technology—including code assistance tools for development efficiency and image generation—in our titles. This is positioned as part of our development process to pursue new possibilities of artistic expression and high productivity in small-scale indie game development. In utilizing AI technology, the Company strictly adheres to the following compliance and development standards: ■ Compliance with Laws and Intellectual Property Rights Our development process complies with the Copyright Act of Japan (including the provisions for information analysis under Article 30-4) as well as the laws and regulations of relevant countries. Generative AI tools are used strictly within legally permitted boundaries. ■ Adherence to Distribution Platform Guidelines We strictly comply with the disclosure obligations and various guidelines regarding generative AI established by Steam and other distribution platforms, ensuring appropriate information disclosure and proper registration processes. ■ Establishment of Creative Direction as a Proprietary Product All AI-generated assets are integrated into our games only after undergoing our strict creative direction, editing, processing, and reconstruction within the overall game design. Our products do not rely on mere automated output. The Company positions the proactive adoption of new technologies to deliver next-generation entertainment as a core innovation strategy for an indie developer. Please note that while the Company closely monitors the ongoing social and ethical debates surrounding AI technology, we conduct our business lawfully based on current regulations and platform rules. Therefore, we do not issue individual statements or respond to inquiries regarding legal interpretations or related debates. Thank you for your understanding.
Store and Library creatives were enhanced using AI. Store descriptions were created and translated using AI.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à produire une partie des illustrations livrées avec le jeu (portraits de personnages, décors, illustrations de cartes, icônes de succès) ainsi que des ressources graphiques de la page du magasin. Toutes les images ont été sélectionnées, retouchées et validées manuellement par le développeur avant intégration. Aucune génération en temps réel pendant le jeu.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running.
AI is used for placeholder and interim assets only. Nothing is generated while you play.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
This game was developed with the help of generative AI tools in the following areas: Some art assets, including characters, backgrounds, UI, and effects Store page capsule images and key art English localization of in-game text Portions of the source code All generated output was reviewed, edited, and integrated by the developer, and the final content is the developer's responsibility. No content is generated by AI while the game is running.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 | |
Mudang In-game content art | This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running. | Berrybell Games | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
TOWERPULSE In-game content artaudio | Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running. | Greg HAT | - | Aug 26, 2026 | |
Voldark Store/marketing art | AI assistance was used to create and visually enhance some of the visuals in the trailer. | OzbalHan | - | Aug 26, 2026 | |
Just One Bite In-game content text | AI is used only for translation. | Opus Nine | - | Aug 26, 2026 | |
Heist to Meet You Store/marketing art | Generative AI tools were used to assist with the enhancement of certain promotional images, store page artwork, and place holder UI promotional content including lighting, color grading, atmospheric effects, and visual cleanup.
The game's models, environments, gameplay systems, animations, and other in-game content are created by the developer. The game does not use live-generated AI during gameplay. | Emergency Eject Studio | - | Aug 25, 2026 | |
EXORCIST K9 In-game content text | AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content. | EXEX Games | - | Aug 25, 2026 | |
Dragons Invasion In-game content audio | - Handcrafted music enhanced with AI
- AI-generated SFX | Tencah Games | - | Aug 25, 2026 | |
Like or Die In-game content art | Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game. | NC | - | Aug 25, 2026 | |
Cat a Loop In-game content art | Use of AI-generated content: solely for visual design. Most of the visuals were created using a generative artificial intelligence. | Kitten Purradise Studios | - | Aug 25, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
PUBG: DED.NET Unclear | Our team uses AI tools to help develop some in-game content | PUBG Madison | - | Aug 25, 2026 | |
BATTLE MEATING In-game content text | The English translation of the store page was created using generative AI. | 00SY0U | - | Aug 25, 2026 | |
LINER/TRACER In-game content text | Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans. | いいいい | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
TunaSweeper In-game content artaudiotext | This game makes extensive use of generative AI in the creation of most game assets, including 3D modeling, voice, sound, video, images, textures, scenario and narrative writing, and translation/localization. As a result, various content and assets included in the game may be generated or assisted using generative AI. | devTuna | - | Aug 25, 2026 | |
Monster Movie Mayhem In-game content art | HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release. | HaddyForge | - | Aug 25, 2026 | |
TORO 2 Store/marketing art | Graphic material for the end screen and cover. | Recotechnology SL | - | Aug 25, 2026 | |
Blackbeam In-game content art | Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Elmiva Games | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 | |
Vapor World: Over The Mind In-game content audio | We use AI-based text-to-speech tools to generate the character voice-over in this game. Everything else that ships in the game is made by our own development team. | ALIVE Inc. | 69 | Aug 25, 2026 | |
THE BUTCHER WARD Store/marketing art | Generative AI tools were used to assist in the creation and enhancement of selected promotional artwork and Store Page imagery. All generated materials were reviewed, edited, and curated by the development team. The game itself does not use generative AI to create content dynamically during gameplay. | RokugoStudio | - | Aug 25, 2026 | |
TIMEKOV Store/marketing text | Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication. | GIYEON | - | Aug 25, 2026 | |
Elder Gate Store/marketing art | Promotional graphics ( capsule) generated using AI tools. | ZERO5GAMES | - | Aug 25, 2026 | |
BOOMSTICKS Store/marketing art | Some current promotional and store page artwork was created with the assistance of generative AI tools. | NetHex Games | - | Aug 25, 2026 | |
TROUBLE SHOOTERS In-game content art | I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly. | Music For Robots | - | Aug 25, 2026 | |
Soldier Rush In-game content text | Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted. | Timo House | - | Aug 25, 2026 | |
Route Survivors: 1999 Store/marketing art | Generative AI tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay. | Black Tortoise Studio | - | Aug 25, 2026 | |
Centauri B In-game content art | Generative AI was used as an auxiliary tool during development and to make minor edits and compositions to graphical assets, including logos. No generative AI is used to generate content dynamically during gameplay. | Vinribs Games | - | Aug 25, 2026 | |
Sanguo Survivors In-game content art | The 2D art in this game — character and enemy sprites, weapon and UI icons, visual effects, tilesets, the title screen, and the store artwork — was produced with the help of generative AI image tools. Every asset was then processed by hand for the game: sliced, colour-keyed, scaled with nearest-neighbour, and assembled into sprite sheets by the developer.
All audio is synthesised procedurally by the developer's own scripts — it is not AI generated. The game's code and design are written by the developer.
Nothing is generated by AI while you play. All content ships with the game and never changes. | kevin | - | Aug 25, 2026 | |
ASURA BEAT In-game content art | Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services. | NUJABESCODE | - | Aug 25, 2026 | |
Cyberppangk In-game content artaudio | Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay. | Eturnalove | - | Aug 24, 2026 | |
The Last 15 Minutes on Tau Alpha 7 Unclear artaudio | We use generative AI across all disciplines of game development with heavy amounts of human editing. That involves audio and visual art. We use it as a productivity tool so we can achieve a higher level of quality, faster, than we would have been able to. | Over The Moon | - | Aug 24, 2026 | |
The Black King Store/marketing art | This game’s store page key art, capsules, and marketing images were created with the assistance of generative AI tools. The game experience itself was developed independently. | Arthur Lee Schneider | - | Aug 24, 2026 | |
Nav Singh's Stranded In-game content art | AI is used only for the main menu animation of the game. | navlikesbunnies | - | Aug 24, 2026 | |
Battle Runes of Metalaria In-game content audio | Includes AI generated music tracks. | Voliware Inc | - | Aug 24, 2026 | |
Runecast Unclear | We used Artificial Intelligence tools as an aid during development and in the creation of some game content. All AI-assisted material was personally reviewed and adjusted by our team, who were involved throughout every stage of the creative process. | Dotsmith | - | Aug 24, 2026 | |
Bloom Busters In-game content text | Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay. | UBrothers | - | Aug 24, 2026 | |
Breakin Mad Store/marketing art | Use of AI to create the artwork (background) for the capsule image. | Pattern Games | - | Aug 24, 2026 | |
緋修羅 HIJURA SCARLET GEAR Unclear artcode | Policy on the Use of Generative AI Technology in Our Titles
HUGA INC. (hereinafter referred to as "the Company") actively adopts and utilizes generative AI technology—including code assistance tools for development efficiency and image generation—in our titles. This is positioned as part of our development process to pursue new possibilities of artistic expression and high productivity in small-scale indie game development.
In utilizing AI technology, the Company strictly adheres to the following compliance and development standards:
■ Compliance with Laws and Intellectual Property Rights
Our development process complies with the Copyright Act of Japan (including the provisions for information analysis under Article 30-4) as well as the laws and regulations of relevant countries. Generative AI tools are used strictly within legally permitted boundaries.
■ Adherence to Distribution Platform Guidelines
We strictly comply with the disclosure obligations and various guidelines regarding generative AI established by Steam and other distribution platforms, ensuring appropriate information disclosure and proper registration processes.
■ Establishment of Creative Direction as a Proprietary Product
All AI-generated assets are integrated into our games only after undergoing our strict creative direction, editing, processing, and reconstruction within the overall game design. Our products do not rely on mere automated output.
The Company positions the proactive adoption of new technologies to deliver next-generation entertainment as a core innovation strategy for an indie developer.
Please note that while the Company closely monitors the ongoing social and ethical debates surrounding AI technology, we conduct our business lawfully based on current regulations and platform rules. Therefore, we do not issue individual statements or respond to inquiries regarding legal interpretations or related debates. Thank you for your understanding. | HUGA Inc. | - | Aug 24, 2026 | |
Zombie Fish Tank Store/marketing text | Store and Library creatives were enhanced using AI.
Store descriptions were created and translated using AI. | boombit | - | Aug 24, 2026 | |
STILLTRACE Dev only | Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used. | AdroVGames | - | Aug 24, 2026 | |
Football Cup Survivor In-game content art | Contenu visuel pré-généré uniquement. Des outils d'IA générative ont servi à
produire une partie des illustrations livrées avec le jeu (portraits de
personnages, décors, illustrations de cartes, icônes de succès) ainsi que des
ressources graphiques de la page du magasin. Toutes les images ont été
sélectionnées, retouchées et validées manuellement par le développeur avant
intégration. Aucune génération en temps réel pendant le jeu. | illou | - | Aug 24, 2026 | |
Neon Horde In-game content text | Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source. | Guilherme Henrique Amorin | - | Aug 24, 2026 | |
弾幕の戦乙女 -Barrage of Valhalla- In-game content arttextcode | Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works. | Barrage of Valhalla Team | - | Aug 24, 2026 | |
Don't Wake the King Store/marketing text | The text on this game's Steam store page was drafted with the help of generative AI and then edited by the developer. All in-game art, models, sounds and the game's logo are made by hand. No AI-generated content is produced while the game is running. | Shroudbound Studios | - | Aug 24, 2026 | |
Quantum Covenant Dev only art | AI is used for placeholder and interim assets only. Nothing is generated while you play. | Martyr Games Inc. | - | Aug 23, 2026 | |
Top Wars In-game content art | Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer. | Silly Animators | - | Aug 23, 2026 | |
RuiNsGate Survivors In-game content arttextcode | This game was developed with the help of generative AI tools in the following areas:
Some art assets, including characters, backgrounds, UI, and effects
Store page capsule images and key art
English localization of in-game text
Portions of the source code
All generated output was reviewed, edited, and integrated by the developer, and the final content is the developer's responsibility. No content is generated by AI while the game is running. | R.N.G Works | - | Aug 23, 2026 |