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.
- Creator
- Studio Sieun
- Reviews
- -
- Added
- Sep 3, 2026
Public Steam disclosure research 25,497 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.
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Interactive or runtime AI features disclosed by the developer.
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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.
Only use AI to assist in generating promotional materials.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game
Were used during development to assist with selected visual asset workflows. All final assets were reviewed, edited, optimized, and manually integrated by the developer.
AI tools have been used in game programming and localization. All audiovisual assets by human artists.
Some images and music were made with the help of AI.
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.
AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play.
The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description.
AI was used for the translations
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.
We used A.I. in some assets of our game.
We used A.I. in some assets of our game.
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.
This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play.
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.
OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay.
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 tools are used to assist in development, including code, writing, art, and sound effects
Generative AI is used for icons and translation.
AI used for coding assistance
The background image was generated using AI.
Used AI for code generation. Audio was source by humans, developer used their own voice for the radio, and art sourced by humans.
Some images were created by DALL-E based on our specifications and subsequently post-processed.
Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization. AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game.
AI is used in the first section of gameplay trailer, the scenes with Ethan.
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
Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model.
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.
Parts of Fluxgates were built with AI assistance, and all of it is fixed content baked into the build - nothing is generated while you play. Code: Some of the game's source was written with an AI coding assistant, reviewed, edited and tested by the developer before shipping. Text: English and French interface strings and node descriptions were drafted with AI help and edited by hand. No AI generated art or audio. Every visual is drawn by the interface itself, and every sound and music track is synthesised procedurally by a script in the project. The game runs fully offline. No AI model runs at runtime, and no data leaves your machine.
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 tools were used during the development of Morgenrot to assist with programming, brainstorming, text creation, translation, and the creation of some visual assets. The game does not use generative AI to dynamically generate content during gameplay.
Pre-generated 2D marketing artwork and Steam store assets were created with assistance from OpenAI image-generation tools during development. All outputs were reviewed and selected by the developer. The game itself does not include AI-generated content, generate AI content at runtime, or connect to AI services.
Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
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.
Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime.
The game to contain art assets generated by artificial intelligence
Some of the models were made using AI.
We use generative AI to create promotional artwork only. The store capsules, library assets, and page background were generated with an image model using our own gameplay captures and in-house masters as the only references.
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.
Generative AI was used to localize text for the game and the store page and in no other way.
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.
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.
Ai has been used to generate the Steam Store Page and the needed assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
四圣传奇之沙城风云 Store/marketing art | Only use AI to assist in generating promotional materials. | 四圣传奇之沙城风云 | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
Blotch In-game content textcode | I used AI for localization and during performance testing for handheld support, coding agents were used to help identify ways to optimize the game | Nathan Glover | - | Sep 3, 2026 | |
Garage: Tidy Up! Dev only art | Were used during development to assist with selected visual asset workflows.
All final assets were reviewed, edited, optimized, and manually integrated by the developer. | Cat Company Limited | - | Sep 3, 2026 | |
Type the World In-game content codetext | AI tools have been used in game programming and localization. All audiovisual assets by human artists. | Groundpoint Games | - | Sep 3, 2026 | |
Do you remember? In-game content artaudio | Some images and music were made with the help of AI. | Voider 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 | |
JANJARA: Automatic Mahjong Table Simulator Store/marketing textart | AI assistance was used to edit and localize the Steam store text and to help select, crop, and composite developer-captured gameplay screenshots and recordings with the developer-provided JANJARA logo for store capsules, library artwork, client icons, and the trailer. No synthetic gameplay imagery or audio was generated, and the game does not generate AI content during play. | Avalon Studio Japan | - | Sep 3, 2026 | |
Ink or Not In-game content textcode | The language localization and the code for the ink splats was fully generated using AI tools. The UI layouts and game code were built with the assistance of generative AI with a mix of fully AI generated code, developer-edited code, and developer-added code. Generative AI was also used to help assist with writing the text of the Steam store page description. | Screaming Melon | - | Sep 3, 2026 | |
Paws & Scrolls In-game content text | AI was used for the translations | Sweet Dreams | - | 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 | |
Boss After Boss In-game content | We used A.I. in some assets of our game. | EK Games | - | Sep 1, 2026 | |
Slay the Stars In-game content | We used A.I. in some assets of our game. | D-Games | - | 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 | |
Post Office: Tidy Up In-game content arttext | This game uses generative AI for part of the destination crest artwork and for the store page text and its translations. No content is generated by AI while you play. | Tas Simple 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 | |
Desk Hunter Store/marketing art | OpenAI image generation was used to create a pre-generated background image used in some of the game's Steam store capsule artwork and screenshots. The image is fixed and was reviewed by the developer. No content is generated using AI during gameplay. | Corner Forge | - | Sep 1, 2026 | |
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 | |
Sidebar Sea: Idle Fishing for Your Taskbar In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Sep 1, 2026 | |
Seed Shop: Tidy Up! In-game content arttext | Generative AI is used for icons and translation. | meteor008 | - | Sep 1, 2026 | |
Adventurers-wanted Dev only code | AI used for coding assistance | Happy Distractions Studio | - | Sep 1, 2026 | |
命运地牢 Store/marketing art | The background image was generated using AI. | Mutual Fun Studio | - | Sep 1, 2026 | |
Bumper to Billions Dev only code | Used AI for code generation. Audio was source by humans, developer used their own voice for the radio, and art sourced by humans. | Happy Distractions Studio | - | Sep 1, 2026 | |
Jule Unclear art | Some images were created by DALL-E based on our specifications and subsequently post-processed. | Teemetal Game Studio | - | Sep 1, 2026 | |
JIGSEUM: Assemble Jigsaws with Magic In-game content arttext | Generative AI has been used as a supplementary tool in the creation of some art assets and UI elements included in this game. AI has also been used to assist with some text creation and localization.
AI-generated or AI-assisted content is reviewed by the developer and edited or adjusted by hand as needed. Generative AI is used only as a tool to support the development process, while careful attention is given to the overall quality, consistency, and atmosphere of the game. | AiryMintoLab | - | Sep 1, 2026 | |
MoonLite Store/marketing art | AI is used in the first section of gameplay trailer, the scenes with Ethan. | Lector Interactive | - | 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 | |
Sort The Capybaras In-game content art | Some of the game model mesh are crafted with AI Support, we have 1 artist creating toy design and 1 model artist to craft model of our own design. AI is used to help edit some of the model. | CapybaraKoala | - | 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 | |
Fluxgates In-game content textcode | Parts of Fluxgates were built with AI assistance, and all of it is fixed content baked into the build - nothing is generated while you play.
Code: Some of the game's source was written with an AI coding assistant, reviewed, edited and tested by the developer before shipping.
Text: English and French interface strings and node descriptions were drafted with AI help and edited by hand.
No AI generated art or audio. Every visual is drawn by the interface itself, and every sound and music track is synthesised procedurally by a script in the project.
The game runs fully offline. No AI model runs at runtime, and no data leaves your machine. | Mouniou | - | 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 | |
Morgenrot In-game content artcodetext | Generative AI tools were used during the development of Morgenrot to assist with programming, brainstorming, text creation, translation, and the creation of some visual assets. The game does not use generative AI to dynamically generate content during gameplay. | abeler.tech | - | Sep 1, 2026 | |
一千万次反弹 Store/marketing art | Pre-generated 2D marketing artwork and Steam store assets were created with assistance from OpenAI image-generation tools during development. All outputs were reviewed and selected by the developer. The game itself does not include AI-generated content, generate AI content at runtime, or connect to AI services. | BATTLE LAB | - | Sep 1, 2026 | |
PEEMAN In-game content artcode | Some visual assets and portions of the game’s code were created with the assistance of generative AI. All AI-assisted content was reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay. | TheFoolHead | - | Sep 1, 2026 | |
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 | |
Laylines In-game content artaudiotext | Some pre-rendered content was created with the help of generative AI tools: the music tracks, the game logo and store/marketing artwork, and the store page texts including localization. All gameplay, graphics and race simulation are deterministic and hand-coded; no content is generated by AI at runtime. | Omniteca Lab | - | 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 | |
Jiggle Clicker Unclear | Some of the models were made using AI. | Patroclus Dev | - | Sep 1, 2026 | |
Become Blackhole Store/marketing art | We use generative AI to create promotional artwork only. The store capsules, library assets, and page background were generated with an image model using our own gameplay captures and in-house masters as the only references. | Panda Koala Studio | - | 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 | |
Minesweeper 2007 Store/marketing text | Generative AI was used to localize text for the game and the store page and in no other way. | JK's Gamedev | - | 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 | |
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 | |
Snappy Shapes Store/marketing arttext | Ai has been used to generate the Steam Store Page and the needed assets. | Mario H | - | Aug 31, 2026 |