trailer is generated with ai some objects is generated with ai character rendering generated by ai cutscene generated by ai voice and music generated by ai
- Creator
- nomnomstudio
- Reviews
- -
- Added
- Jun 15, 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.
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trailer is generated with ai some objects is generated with ai character rendering generated by ai cutscene generated by ai voice and music generated by ai
This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game.
Playstories uses live-generated AI during gameplay to create fictional interactive story prose, dialogue, player choices, scene keywords, branching follow-up scenes, and optional scene images from player prompts and actions through novelai.ai. AI does not control purchases, account actions, executable code, or system-level behavior.
The music in the game is assisted by artificial intelligence
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
I'm not an artist, I used generative ai to help make the art for the game
[Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay.
Machine translation was used for some parts of the translation.
SonderSoft uses generative AI for localization to make games accessible to more players worldwide. This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors.
We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team.
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI.
Graphics and game code partially AI generated
Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update.
About Art Assets DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials. About Character Voices and Speech Synthesis DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope. The character voices played at runtime are synthesized speech and are not original voice recordings. About the Use of Generative AI During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools. Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue. In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available. In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player. In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate. The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server. Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator.
The game includes AI-driven enemy characters ("LLM zombies") that players can interact with through dialogue. These characters use a language model to generate responses dynamically during gameplay. The AI is used only to produce in-game dialogue and behavior for these enemies and does not generate user-uploaded content or external assets.
During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials. All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use. JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service.
This game made extensive use of generative AI during development. Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials. All AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used during gameplay to create real-time content or player-specific responses. This disclosure message was also written with the assistance of generative AI.
This game uses generative AI only for content prepared prior to release, not while you play. • Store and marketing images (such as library artwork and app icons) may include elements created with generative image tools, then reviewed and edited by the developer. • Non-English interface text and localized Steam store descriptions may be produced or assisted by machine translation (including automated translation services), then reviewed where possible. Gameplay visuals are primarily programmatic pixel-style graphics generated by the game engine. Zone layouts are procedurally arranged by game logic, not by a generative AI model during play. The game does not use generative AI to create new images, audio, or narrative for you during gameplay, and it does not connect to third-party generative AI services while you are playing.
Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read.
We use AI to assist in the creation of promotional materials.
This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content.
Some visual assets in this game were created with the assistance of AI image generation tools.
Generative AI tools were used to assist with drafting and editing store page text. All final text is reviewed, selected, and edited by the developer before publication. The game does not include live-generated AI content during gameplay and does not connect to external AI services.
Background music by : Suno AI
Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation. AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts. The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer. The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI.
AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners.
Generative AI was used only for minor visual assets.
本游戏需要通过AI实时生成游戏文本,控制游戏逻辑。 本游戏所有美术素材均为AI生成。 本游戏使用了AI辅助开发。
AI Generated Content Disclosure The developers describe how their game uses AI Generated Content like this: Generative AI tools were used in limited cases during the production of certain game assets. AI-generated content was not used as-is, and any such assets were revised, refined, and finalized by our art and development teams to ensure they meet our quality standards and creative direction.
Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team.
Small quantity of images/textures are ai-generated. Small quantity of sound waves are ai-generated. Some parts of code are ai-genereted and ai-assissted always tested by a human.
This game uses Generative AI for some of the asset sets in the game.
AI is used for some of the music and images in the game.
Generative AI was used to assist in the creation of promotional visual assets, including the game's logo and certain store page artwork. No gameplay content, code, story, dialogue, quests, characters, or game mechanics are generated by AI. All gameplay screenshots represent actual in-game content.
RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools. All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay.
Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets.
The music, dialogues, and artworks were partially created using AI tools.
Some visual assets in this game were created with the assistance of generative AI tools. All generated content has been reviewed and curated by the developer before being included in the game.
Image and BGM made by AI
The game's programming, art assets, and music are mostly generated with the assistance of AI.
This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations.
This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process. We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
Uses some AI for some assests, and throughout the development processes.
Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game.
Its used for some Art and some of the Code
This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay.
Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer.
AI-Assisted Production
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
NomNom Treasure Hunt In-game content artaudiotext | trailer is generated with ai
some objects is generated with ai
character rendering generated by ai
cutscene generated by ai
voice and music generated by ai | nomnomstudio | - | Jun 15, 2026 | |
Stellar Odyssey In-game content art | This game makes use of AI-assisted tools in the creation of certain visual assets. All AI-generated content has been manually reviewed, edited, and adapted by the developer to fit the artistic vision of the game. | Stellar Games | 75 | Jun 14, 2026 | |
入戏 Live AI textart | Playstories uses live-generated AI during gameplay to create fictional interactive story prose, dialogue, player choices, scene keywords, branching follow-up scenes, and optional scene images from player prompts and actions through novelai.ai. AI does not control purchases, account actions, executable code, or system-level behavior. | airmusic@msn.com | - | Jun 14, 2026 | |
时空·无界 ST UNLIMITED In-game content audio | The music in the game is assisted by artificial intelligence | SHIFISH | - | Jun 14, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Mercy's Edge In-game content art | I'm not an artist, I used generative ai to help make the art for the game | Pieter Barone | - | Jun 13, 2026 | |
동방방위전 ~ AI Test in Touhou ~ In-game content artaudiocode | [Pre-Generated AI Content]This game makes extensive use of generative AI during development.AI tools were used to create or assist in producing the following assets:- Character illustrations and artwork- UI elements and visual effects- Sound and audio assets- Portions of the game codeAll AI-generated content has been reviewed, curated, and editedby the developer to ensure quality and fit the game's design vision.[Live-Generated AI Content]This game does not use any live-generated AI content during gameplay. | 식신공방 | 66 | Jun 13, 2026 | |
CoLane In-game content text | Machine translation was used for some parts of the translation. | Hayabusa | - | Jun 13, 2026 | |
SonderSoft Soccer In-game content audiotext | SonderSoft uses generative AI for localization to make games accessible to more players worldwide.
This free game with no monetization uses generated music that can be disabled in the settings. Whenever possible, SonderSoft prioritizes paying artists, creators, and actors. | SonderSoft | - | Jun 12, 2026 | |
Firefly Trials Dev only artaudiocodetext | We use AI-assisted tools in parts of our development process to assist with content creation, improve productivity, and streamline routine tasks so our team has more time for creative work. Where we use these tools, the work is directed, reviewed, and finalized by our team. | Team Mochi | - | Jun 12, 2026 | |
SILK 2.0 Live AI text | The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit. | SILK Project / University of Liverpool | - | Jun 12, 2026 | |
VoidCraft Live AI textart | VoidCraft uses generative AI in two ways. During development, AI tools assisted in creating written content that ships with the game (lore, item and research descriptions, mission templates, NPC flavour text) and in exploring marketing artwork concepts; all of it was reviewed by the developer before inclusion. During gameplay, two features generate text live using large language models: the optional in-game Advisor, which analyses your empire and offers strategy advice in character, and contract mission briefings (titles, short stories, and NPC names) on station contract boards. Players cannot type free-form prompts into these systems - the AI receives only structured game-state data assembled by our servers, and every output is validated server-side before it appears in the game. Core gameplay (combat, economy, progression, rewards) is governed by deterministic game rules, not by AI. | Hanamori Labs, LLC | - | Jun 12, 2026 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | Jun 12, 2026 | |
Candyboy In-game content art | Some cutscene assets were made using Craiyon and Midjourney, then tweaked in GIMP and Photoshop. Soon to be replaced in an update. | Staring Skull Studio | 11 | Jun 12, 2026 | |
DesktopDaily Live AI textcodeart | About Art Assets
DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials.
About Character Voices and Speech Synthesis
DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope.
The character voices played at runtime are synthesized speech and are not original voice recordings.
About the Use of Generative AI
During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools.
Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue.
In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available.
In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player.
In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate.
The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server.
Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator. | Deskside Works | - | Jun 12, 2026 | |
AI Fatigue Shooter Live AI text | The game includes AI-driven enemy characters ("LLM zombies") that players can interact with through dialogue. These characters use a language model to generate responses dynamically during gameplay. The AI is used only to produce in-game dialogue and behavior for these enemies and does not generate user-uploaded content or external assets. | RPPG Interactive | - | Jun 12, 2026 | |
JULPAE Store/marketing textart | During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials.
All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use.
JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service. | LoGosLaB | - | Jun 12, 2026 | |
Astralight: Pilgrim's Duel In-game content arttext | This game made extensive use of generative AI during development.
Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials.
All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI is not used during gameplay to create real-time content or player-specific responses.
This disclosure message was also written with the assistance of generative AI. | ShootingStar | - | Jun 11, 2026 | |
Never Ending Hero RPG In-game content arttext | This game uses generative AI only for content prepared prior to release, not while you play.
• Store and marketing images (such as library artwork and app icons) may include elements created with generative image tools, then reviewed and edited by the developer.
• Non-English interface text and localized Steam store descriptions may be produced or assisted by machine translation (including automated translation services), then reviewed where possible.
Gameplay visuals are primarily programmatic pixel-style graphics generated by the game engine. Zone layouts are procedurally arranged by game logic, not by a generative AI model during play.
The game does not use generative AI to create new images, audio, or narrative for you during gameplay, and it does not connect to third-party generative AI services while you are playing. | Missroot | 14 | Jun 11, 2026 | |
Thirsty Snail Live AI text | Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read. | moyumoyu | - | Jun 11, 2026 | |
君临传奇之风起云涌 Store/marketing art | We use AI to assist in the creation of promotional materials. | 君临传奇之风起云涌 | - | Jun 11, 2026 | |
最中幻想 The RIGHT Fantasy — LLM-Driven Text World Engine Live AI text | This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content. | TU HENGYU | - | Jun 11, 2026 | |
Paper Baseball In-game content art | Some visual assets in this game were created with the assistance of AI image generation tools. | Table Warworks | - | Jun 11, 2026 | |
Log of Adventurers Store/marketing text | Generative AI tools were used to assist with drafting and editing store page text. All final text is reviewed, selected, and edited by the developer before publication.
The game does not include live-generated AI content during gameplay and does not connect to external AI services. | 张曦 | - | Jun 11, 2026 | |
Toy's Dream In-game content audio | Background music by : Suno AI | Sathu99 | - | Jun 11, 2026 | |
Junkyard Saints: Scrapstorm In-game content artaudiotextcode | Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation.
AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts.
The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer.
The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI. | Jan Winnenberg | - | Jun 10, 2026 | |
Knights vs Aliens In-game content art | AI was used for graphics not included in the original 2009 release, such as achievement icons and store page banners. | Prophetic Sky, Inc | - | Jun 10, 2026 | |
Crosshair EDGE Lite In-game content art | Generative AI was used only for minor visual assets. | sensonas | - | Jun 10, 2026 | |
且说江湖 Live AI textart | 本游戏需要通过AI实时生成游戏文本,控制游戏逻辑。
本游戏所有美术素材均为AI生成。
本游戏使用了AI辅助开发。 | 长庚启明工作室 | - | Jun 10, 2026 | |
LIMIT ZERO BREAKERS In-game content art | AI Generated Content Disclosure
The developers describe how their game uses AI Generated Content like this:
Generative AI tools were used in limited cases during the production of certain game assets. AI-generated content was not used as-is, and any such assets were revised, refined, and finalized by our art and development teams to ensure they meet our quality standards and creative direction. | VIC GAME STUDIOS | - | Jun 10, 2026 | |
RumBall Stadium In-game content art | Some assets in RumBall Stadium were created with the assistance of generative AI tools, specifically the main game thumbnail and a selection of icons and background images used in the game's menus. All gameplay content, including vehicles, arenas, and game systems, was developed by the development team. | RumBall Games | - | Jun 10, 2026 | |
Havoc Arena In-game content artaudiocode | Small quantity of images/textures are ai-generated.
Small quantity of sound waves are ai-generated.
Some parts of code are ai-genereted and ai-assissted always tested by a human. | Studio Jarosz | - | Jun 9, 2026 | |
BruhBruh In-game content art | This game uses Generative AI for some of the asset sets in the game. | Branden Call | - | Jun 9, 2026 | |
The Suitcase Agents In-game content artaudio | AI is used for some of the music and images in the game. | バクエボ | - | Jun 9, 2026 | |
Rise Of Eurevia In-game content art | Generative AI was used to assist in the creation of promotional visual assets, including the game's logo and certain store page artwork. No gameplay content, code, story, dialogue, quests, characters, or game mechanics are generated by AI. All gameplay screenshots represent actual in-game content. | AsteDrixx Games | - | Jun 8, 2026 | |
RAX In-game content audiotextart | RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools.
All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay. | leegons | - | Jun 8, 2026 | |
MSO FreeCell Arena In-game content artcode | Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets. | MSO Games | - | Jun 7, 2026 | |
Wild West Miner Simulator: First Gun In-game content audiotextart | The music, dialogues, and artworks were partially created using AI tools. | Digital Melody | 69 | Jun 6, 2026 | |
Voxenvale In-game content art | Some visual assets in this game were created with the assistance of generative AI tools. All generated content has been reviewed and curated by the developer before being included in the game. | PixelCat | - | Jun 6, 2026 | |
正体 SHOUT-AI In-game content artaudio | Image and BGM made by AI | 852話 | 25 | Jun 6, 2026 | |
PinballRobotDoctor In-game content artaudiocode | The game's programming, art assets, and music are mostly generated with the assistance of AI. | LittleSkullGames | - | Jun 6, 2026 | |
Time Gamers: Guardians of the Marble Man In-game content art | This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations. | David Brinkman | - | Jun 5, 2026 | |
WackyWackyWacky Dev only | This game does not use generative AI to create any shipped game assets, including artwork, audio, or other player-facing content. We prioritize human-created assets and content throughout the development process.
We may use AI-powered tools internally to assist with development workflows, research, testing, debugging, automation, marketing, and other backend tasks. These tools are used to support development efficiency and do not generate content that is presented directly to players as part of the game experience. | Program.gg | - | Jun 5, 2026 | |
Harmonic Catastrophe In-game content audioart | This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer. | Splinternova | - | Jun 5, 2026 | |
Depths Unclear | Uses some AI for some assests, and throughout the development processes. | Depths Development Studio | - | Jun 5, 2026 | |
Armor of God Store/marketing art | Generative AI was used only for some store page marketing images, including the box art. No AI-generated content appears in the actual game. | Shaun Graham | - | Jun 5, 2026 | |
Geometry Fight In-game content artcode | Its used for some Art and some of the Code | DiaP | - | Jun 5, 2026 | |
The Fly's Fantastic Adventure In-game content audio | This game uses pre-generated AI-assisted music created during development. Generative AI tools were also used as coding assistance during development. The game does not generate AI content live during gameplay. | Newspeak Games | - | Jun 4, 2026 | |
MunchiesGretel In-game content audio | Generative AI was used only for the creation of certain background music tracks. Story, game design, programming, character artwork, and other visual assets were created by the developer. | Mizuki | - | Jun 4, 2026 | |
润之 Unclear | AI-Assisted Production | Yunru | 194 | Jun 4, 2026 |