AI used for creating app icons
- Creator
- Pretty Pixels
- Reviews
- -
- Added
- Sep 3, 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.
AI used for creating app icons
Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created.
Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
Elya uses generative AI to provide optional real-time character conversations, voice interactions, and other AI-assisted companion features. Users may connect supported third-party AI services or configure their own compatible providers. AI-generated content is produced dynamically based on user input and character settings.
The game to contain art assets generated by artificial intelligence
The developer used generative AI tools during the development process to assist with concept art and text translations. All final assets were reviewed and curated by the developer.
Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used. Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno. Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects. The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine. Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play.
Use of tools like DeepL to partially translate the user interface.
Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play.
This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design.
This game uses AI for background music generation and localization.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Generative AI tools were used during the development and preparation of the game and its visual materials. The game logo used in the main menu and pause panel was created with the assistance of AI. AI assistance was used during the coding and development process when needed. The logo animations shown at the beginning of the games were created with AI assistance. Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance. AI was used specifically for the intro logo animation. For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools.
Game art and character designs were crafted with the assistance of AI generation tools.
AI was used for the translations
Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay.
During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content.
We used A.I. in some assets of our game.
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.
This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay.
Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer.
Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay.
Generative AI was used to assist in creating pre-generated artwork, animation, audio, dialogue, and localization. All content was reviewed and edited by the developer. No AI is used at runtime.
Generative AI tools were used during development to assist with creating some music and UI graphic assets, as well as to provide coding suggestions and troubleshooting support. All AI-assisted content was reviewed, edited where necessary, and integrated by the developer. The game does not generate AI content during gameplay.
This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input.
This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game.
I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style.
AI used for coding assistance
FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music.
The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime.
The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version.
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
This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay.
This game uses generative AI in the following ways: Art: Visual assets including the logo, UI elements, backgrounds, and character sprites were created with the assistance of AI image generation tools, then reviewed and adjusted by the developer. Localization: In-game text was translated into 72 languages with the assistance of AI translation tools. All content has been reviewed by the developer before release.
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.
Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game.
Generative AI was used to create initial artwork for the in-game VHS covers. All generated images were subsequently manually edited and refined by the development team.
The game to contain art assets generated by artificial intelligence
Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running.
AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion.
Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist. I'm proud to say that I designed the game, directed it, and decided what made it fun to play. I also built it with the help of generative AI. I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game. Here is what the AI contribution actually means in this game and with me specifically. Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all. To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time. AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do. AI gives me is attempts, drafts and options. It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again. AI is wrong constantly. Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me. I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision. If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you. One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you.
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.
The collectible assets were generated with AI, also Jacky use AI as main brain to speak or interact with you, Jacky voice is a TTS model trained by us, official Jacky skins are NOT AI generated
We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression.
Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. 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 writing portions of the game's code and to generate some of the visual assets used in the game.
AI was used to create some of the textures and translations.
Used AI voice over for english on trailer
Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets.
The game contains AI generated/assisted content
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Dumpling Delight In-game content art | AI used for creating app icons | Pretty Pixels | - | Sep 3, 2026 | |
Bloomstead In-game content art | Generative AI was used strictly for the creation of marketing materials and store page capsule artwork. All in-game assets, including pixel art character sprites, environment tiles, animations, music, and source code, were 100% human-created. | Meadowroots Studios | - | Sep 3, 2026 | |
Taboo Village: Romance Card Game In-game content textcode | Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay. | 作っちゃうおじさん/TUKUCHAU-OJISAN | - | Sep 3, 2026 | |
Elya Live AI textaudio | Elya uses generative AI to provide optional real-time character conversations, voice interactions, and other AI-assisted companion features. Users may connect supported third-party AI services or configure their own compatible providers. AI-generated content is produced dynamically based on user input and character settings. | Elya | - | Sep 3, 2026 | |
Console Space In-game content art | The game to contain art assets generated by artificial intelligence | Piece Of Voxel | - | Sep 3, 2026 | |
Balloon Bus In-game content arttext | The developer used generative AI tools during the development process to assist with concept art and text translations. All final assets were reviewed and curated by the developer. | Studio Sieun | - | Sep 3, 2026 | |
Pocket Pawns In-game content artaudiotext | Pocket Pawns was made with the help of generative AI, and the game's own credits name every tool used.
Images and music: the chess piece art was generated with ChatGPT, the board art with Gemini, and the world and environment art from assets created with Nano Banana Pro alongside free-to-use CC0 packs found online. The soundtrack is from Suno.
Claude wrote the game's code, its writing, and its translations into ten languages — and made much of what you see and hear directly in code rather than from an image generator: the character pixel art, the in-world props and interface, the three-dimensional rooms, the animation, and the sound effects.
The chess itself is not generated. The puzzles come from the Lichess puzzle database, released under CC0, and your opponent is Stockfish, a classical open-source chess engine. Real positions, a real engine.
Nothing is generated while you play. Pocket Pawns creates no content at runtime and never connects to an AI service. It does not need an internet connection to play. | Pocket Pawn Games | - | Sep 3, 2026 | |
Price War In-game content text | Use of tools like DeepL to partially translate the user interface. | SoyWar | - | Sep 3, 2026 | |
Monster Breeder Battler In-game content art | Some of this game's 2D art assets — creature, machine, prop and building sprites — were produced with the assistance of generative AI image tools during development. All generated material was reviewed, edited and hand-finished by our artists before it shipped, and it is integrated as fixed, pre-rendered art. The game does not generate any content live while you play. | ioStudios | - | Sep 3, 2026 | |
Tactical Zoomies In-game content arttext | This game uses generative AI for some visual content, including icons, logos, game art, Steam store page art, and website marketing images. Some store and website descriptions were written with AI assistance. Store, website, and marketing art is made to match the actual in-game look and design. | HyberHub | - | Sep 3, 2026 | |
WATT FUR? Animal Power Plant In-game content audiotext | This game uses AI for background music generation and localization. | Mimosa Works | - | Sep 3, 2026 | |
Starfall Samurai In-game content audiotext | This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team. | YANCHA GAMES | - | Sep 3, 2026 | |
Where Are My Cats? In-game content art | Generative AI tools were used during the development and preparation of the game and its visual materials.
The game logo used in the main menu and pause panel was created with the assistance of AI.
AI assistance was used during the coding and development process when needed.
The logo animations shown at the beginning of the games were created with AI assistance.
Visual materials prepared for the Steam store page, excluding the in-game visuals, were created with AI assistance.
AI was used specifically for the intro logo animation.
For Steam visuals, suitable designs were selected from AI-generated concepts and then enhanced and upscaled using image enhancement tools. | Ozy Cozy Games | - | Sep 3, 2026 | |
Another One In-game content art | Game art and character designs were crafted with the assistance of AI generation tools. | Giacomo Daniele Nicotra | - | Sep 3, 2026 | |
Paws & Scrolls In-game content text | AI was used for the translations | Sweet Dreams | - | Sep 2, 2026 | |
Level Up, Tiny King! In-game content art | Some 2D visual assets were created with assistance from generative AI, then manually edited and polished by the developer. No AI-generated content is created during gameplay. | Warband & Magic | - | Sep 2, 2026 | |
万圣夜砰砰砰(Halloween Poppp) In-game content arttext | During the development of this game, generative AI tools were used to assist in creating some of the art materials (scenes / props / UI) and text content. All AI-generated content has been thoroughly reviewed, modified, optimized, and checked for copyright by humans to ensure the quality and compliance of the content. | G-Dna | - | Sep 2, 2026 | |
Way Too Many Eggs In-game content | We used A.I. in some assets of our game. | Luvineva Games | - | 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 | |
Don't Panic, Defend! In-game content art | This game uses generative AI during development to create some of the visual assets included in the game. AI-generated assets are reviewed and edited as needed before being incorporated into the final game. The game does not use generative AI to create content dynamically during gameplay. | Ryan4237 | - | Sep 1, 2026 | |
Arcane Dash - A Pixel Adventure In-game content audioarttext | Arcane Dash was created by a solo developer. Music, cutscene artwork, and translations were created with AI assistance. All levels, character sprites, and sound effects were hand-designed/coded by the developer, and all marketing materials were created and edited by the developer. | Java Sorcery | - | Sep 1, 2026 | |
Chiki Poki: Rush🎉 In-game content artaudio | Some assets in this game were created with the help of generative AI tools during development, including images, animations, sound effects, and background music. All generated content was reviewed and edited by the developer before being used in the game. No generative AI runs in real time during gameplay. | Replay Studio | - | Sep 1, 2026 | |
SLIME OVERFLOW In-game content artaudiotext | Generative AI was used to assist in creating pre-generated artwork, animation, audio, dialogue, and localization. All content was reviewed and edited by the developer. No AI is used at runtime. | YOO Makes Games | - | Sep 1, 2026 | |
That Cloud Looks Like In-game content audioartcode | Generative AI tools were used during development to assist with creating some music and UI graphic assets, as well as to provide coding suggestions and troubleshooting support. All AI-assisted content was reviewed, edited where necessary, and integrated by the developer. The game does not generate AI content during gameplay. | GamJangJangi | - | Sep 1, 2026 | |
LUNATIC CAMPUS In-game content arttext | This game uses generative AI to create some character sprites, event CGs, backgrounds, and other in-game images. Some translations are also created using generative AI. These AI-generated assets are used as part of the game's content, as well as in images displayed on the game's store page. The game does not use generative AI to generate content in real time based on player input. | Studio Dogjira | - | Sep 1, 2026 | |
Tankful: Aquarium Shop Simulator general | This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game. | Andrei Kopylkov | - | Sep 1, 2026 | |
The Frog Prince: Unfrogged Dev only artaudiocode | I’m an indie game developer and have tried making games for years. Generative AI has been used as part of my development process, including helping with code, visual and sound assets. It is not a simple one-shot process, but effort has been put in over multiple generations to control and curate the art style. | Spacial Vision Pte. Ltd. | - | Sep 1, 2026 | |
Adventurers-wanted Dev only code | AI used for coding assistance | Happy Distractions Studio | - | Sep 1, 2026 | |
Fryday Dev only audioart | FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music. | End Games | - | Sep 1, 2026 | |
ESCAPE SHOW In-game content artcode | The game's art, code and marketing assets (store images and in-game graphics) were created during development with the assistance of generative AI tools. All AI-assisted content is pre-rendered and was reviewed by the developer before shipping. The game does not generate any content with AI at runtime. | Sheep Arcade | - | Sep 1, 2026 | |
Desk Disaster Store/marketing art | The game's logo and main capsule assets were generated using artificial intelligence tools (e.g., [Gemini]). We retain full rights to the resulting images and they have been human-edited for the final version. | Quady | - | 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 | |
Sill Dogs Dev only code | This app uses AI tools during the development process, for example to configure some behavior algorithms. All dog sprite art consists of hand-drawn works by human artists, purchased under a commercial license. No generative AI is used during gameplay. | SQOOL | - | Sep 1, 2026 | |
SlimeMerge In-game content arttext | This game uses generative AI in the following ways:
Art: Visual assets including the logo, UI elements, backgrounds, and character sprites were created with the assistance of AI image generation tools, then reviewed and adjusted by the developer.
Localization: In-game text was translated into 72 languages with the assistance of AI translation tools.
All content has been reviewed by the developer before release. | QuietQuickCollapseGames | - | 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 | |
Keycap Keycap! In-game content arttext | Development tools assisted with localization and the creation and refinement of some visual content. All resulting content was reviewed and edited by the developer before being included in the game. | Kyuyu Games | - | Sep 1, 2026 | |
Sort the Tapes! In-game content art | Generative AI was used to create initial artwork for the in-game VHS covers. All generated images were subsequently manually edited and refined by the development team. | RISSKETE | - | Sep 1, 2026 | |
Jester Trump 2: King's Revenge In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Sep 1, 2026 | |
Cover Up! In-game content arttext | Some art assets and textures in this game were created with the help of generative AI tools. Translations were initially machine-generated. No content is generated by AI while the game is running. | Arctic Heatwave | - | Sep 1, 2026 | |
Squarelings In-game content artaudio | AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion. | BlueWell Games | - | Sep 1, 2026 | |
Coppersmog Dev only codetext | Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist.
I'm proud to say that I designed the game, directed it, and decided what made it fun to play.
I also built it with the help of generative AI.
I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game.
Here is what the AI contribution actually means in this game and with me specifically.
Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all.
To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time.
AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do.
AI gives me is attempts, drafts and options.
It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again.
AI is wrong constantly.
Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me.
I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision.
If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you.
One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you. | Jamie McBurney | - | 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 | |
Proyecto Jacky Live AI textaudio | The collectible assets were generated with AI, also Jacky use AI as main brain to speak or interact with you, Jacky voice is a TTS model trained by us, official Jacky skins are NOT AI generated | Jack | - | Sep 1, 2026 | |
Melt Down Dev only | We may use AI-based tools during development to assist with content creation. In all such cases, the final game mirrors our dev team's creativity and expression. | BallBearingGames | - | Sep 1, 2026 | |
Bury the Debt In-game content art | Generative AI tools were used during development to assist in creating selected pre-generated 3D assets and visual artwork used in the game. All generated outputs were reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services. | Whiskey Games | - | Sep 1, 2026 | |
Graveyard Shift In-game content artcode | Generative AI tools were used during development to assist with writing portions of the game's code and to generate some of the visual assets used in the game. | Goat Chef Studios | - | 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 | |
Paint Gang In-game content audio | Used AI voice over for english on trailer | Catchy | - | Aug 31, 2026 | |
Knead a Break In-game content art | Some of the game's visual assets (character art, animation frames, and store/marketing images) were created with the assistance of generative AI tools. Every AI-assisted asset is reviewed, curated, and edited by a human before inclusion. The game does not use AI to generate any content at runtime — everything players see ships as pre-made, human-reviewed assets. | Zhiyuan Future | - | Aug 31, 2026 | |
Chopped Unclear | The game contains AI generated/assisted content | Forge | - | Aug 31, 2026 |