This work includes content generated by AI for coding assistance.
- Creator
- MikageGames
- Reviews
- -
- Added
- Jun 16, 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.
This work includes content generated by AI for coding assistance.
Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing.
Contains AI-generated music and audio heard on the game radio.
AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer.
AI generated art, models, sounds, music, localizations.
Some 2D visual assets in Orbsmith — including item icons, enemy artwork, environment backgrounds, UI elements, and store page imagery — were created using generative AI tools as part of an iterative pipeline involving custom prompts, human curation, and post-processing in Photoshop. All gameplay code, game design, mechanics, balancing, item systems, and audio are created by the developer without generative AI. No AI content is generated live during gameplay. All assets are static and shipped with the build.
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.
Some textures and translations in this game were created with the assistance of AI
AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions.
Graphics and game code partially AI generated
Some sound effects in this game were created using generative AI.
AI technology is used to create all character image assets for this game.
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.
Localizing the steam page and in-game text for non-English languages
This work incorporates the use of generative artificial intelligence (AI) in the following areas: Parts of the artwork, parts of the sound, and localization.
This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese.
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.
Game music and some texture materials are created with AI assistance
Some visual assets used in the game and store page were created using a combination of licensed art assets, generative AI-assisted imagery, and manual editing by the developer. All AI-assisted content was reviewed and modified before being included in the final project.
Currently, art resources and UI design are generated by Image2.
This game contains a neural network model.
AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music.
As an indie project, this game uses machine translation for some of the languages. No AI was used for the source text, artwork or sound.
We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game.
Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements.
AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art.
Music and some ambience sounds.
A portion of the in-game assets and promotional images were created using AI generation tools.
AIvy is a next-generation desktop mascot whose character dialogue is generated by AI on the fly.When you talk to AIvy, or when the character spontaneously speaks up about something happening on your PC, the words aren't pre-written scripts — the AI thinks them up and replies in real time. The generated dialogue is then read aloud by a text-to-speech engine, synchronized to the character's lip movements.[What the AI generates]- The character's dialogue (text)[What the AI does NOT generate]The 3D character itself (VRM model), facial expressions, animations, UI, and sound effects are all pre-authored assets. No images, video, or music are generated by AI during use.[About the AI models]Dialogue generation (default, local inference): AIvy is a local LLM runner built on llama.cpp (the same kind of architecture used by LM Studio, Jan, GPT4All). On first launch you pick from a dropdown the open-source language model best suited to your language — Sarashina 2.2 3B (MIT) for Japanese, Qwen 2.5 3B (Apache 2.0) for the others — and download it once from HuggingFace. From then on inference happens entirely on your PC, and your conversations are never transmitted externally. The in-app catalog only offers models under permissive licenses (Apache 2.0 / MIT).Dialogue generation (optional, cloud LLM): For users without local-LLM-capable hardware, AIvy additionally offers optional cloud LLM integration with OpenAI, Anthropic Claude, and Google Gemini. Network traffic occurs only when the user has explicitly registered their own API key with the chosen provider in the in-app settings. API keys are stored with OS-level encryption (Windows DPAPI) on the user's device and are never sent to any AIvy server (we don't run one). Usage costs are billed directly by the chosen provider. When this feature is not used, no external traffic occurs and inference runs entirely locally.[Streaming / video creation]You may freely stream, record, and share content created with AIvy. Just follow the license terms of the VRM model, each TTS engine, and the language model you actually use — commercial use, monetization, and credit requirements vary per VRM/engine/model.[Things to know]AI responses vary every time, depending on the model you choose, the personality you configure, and what you say. For the rare case of an unexpected response, you can switch personality presets, change models, or pause speech at any time.
Generative AI tools were used as part of the development process. For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer. For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion. The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime.
This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay.
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
I will use AI for prototyping visuals and of course for helping with coding.
AI Used for the art work in this game.
This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input.
通过人工智能把语音转成文字。
Generative AI was used to assist in translating the game's menus and user interface text into multiple languages.
Some characters are generated using AI
Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime.
AI was used as descriptions generator helper, and translation base.
This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay.
Media materials
Hero portraits and flavour text were created by AI tools.
Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images).
This game includes AI-generated or AI-assisted content, such as artwork and localization.
Some visual assets and music in this game were created with the assistance of AI tools.
AI tools are used to assist in development, including code, writing, art, and sound effects
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tiny Wilds Simulator Dev only code | This work includes content generated by AI for coding assistance. | MikageGames | - | Jun 16, 2026 | |
Singularity Echoes In-game content art | Some visual assets in Singularity Echoes and on this store page were created with generative AI tools during development, then reviewed and edited by the developer. This includes artwork for buildings, celestial bodies, and the Earth strategic map, as well as menu and store marketing imagery. Gameplay systems, UI logic, balance, and narrative text were implemented by the development team. The game does not use generative AI to create new content during play and does not connect to third-party AI services while you are playing. | Null Axiom | - | Jun 15, 2026 | |
Mic Simulator In-game content audio | Contains AI-generated music and audio heard on the game radio. | Almost Nice Games | - | Jun 15, 2026 | |
Chop Loop In-game content artaudio | AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer. | Lebleby Games | - | Jun 15, 2026 | |
Desktop Hellfarmer In-game content artaudiotext | AI generated art, models, sounds, music, localizations. | Fesunenko Games | - | Jun 14, 2026 | |
Orbsmith art | Some 2D visual assets in Orbsmith — including item icons,
enemy artwork, environment backgrounds, UI elements, and
store page imagery — were created using generative AI tools
as part of an iterative pipeline involving custom prompts,
human curation, and post-processing in Photoshop.
All gameplay code, game design, mechanics, balancing, item
systems, and audio are created by the developer without
generative AI.
No AI content is generated live during gameplay. All assets
are static and shipped with the build. | Giroshima | - | Jun 14, 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 | |
夏凜銀幣之庭 In-game content arttext | Some textures and translations in this game were created with the assistance of AI | Crystal Umbrella Studio | - | Jun 14, 2026 | |
Signs and Seasons In-game content artaudio | AI generated Orion and Ibis artwork. Narration audio is ai generated. AI created the original Steam store capsule art and overlayed by a human artist. | Great Wall Studio | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Mage of Corruption In-game content artcode | Small portion of the game assets such as logos were created by AI. Also AI provided us with assistance during our coding sessions. | BD Interactive | - | Jun 12, 2026 | |
Fabricatio In-game content artcode | Graphics and game code partially AI generated | Kysix Software | - | Jun 12, 2026 | |
How To Destroy A City In-game content audio | Some sound effects in this game were created using generative AI. | Studio LEF | - | Jun 12, 2026 | |
林西物语——放置武侠村 In-game content art | AI technology is used to create all character image assets for this game. | Hat-Soft | - | 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 | |
Into the Planet's Flesh In-game content text | Localizing the steam page and in-game text for non-English languages | Chugget | - | Jun 12, 2026 | |
Lofi Lagoon In-game content artaudiotext | This work incorporates the use of generative artificial intelligence (AI) in the following areas:
Parts of the artwork, parts of the sound, and localization. | SF Create | - | Jun 12, 2026 | |
Condemned to Clean In-game content text | This game uses AI-generated translation for localization in the following languages: Polish, Simplified Chinese, Brazilian Portuguese, Spanish, German, French, Korean, and Japanese. | KOMA | - | 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 | |
群岛:皇女转生 Islands: Princess Reincarnation In-game content audioart | Game music and some texture materials are created with AI assistance | MeowPass Games | - | Jun 11, 2026 | |
Drug Dealer 2049 In-game content art | Some visual assets used in the game and store page were created using a combination of licensed art assets, generative AI-assisted imagery, and manual editing by the developer.
All AI-assisted content was reviewed and modified before being included in the final project. | Nextazio972 | - | Jun 10, 2026 | |
摸鱼悟道 In-game content art | Currently, art resources and UI design are generated by Image2. | Yang Haoran | - | Jun 10, 2026 | |
FlyMuse Unclear | This game contains a neural network model. | XieXing Game | - | Jun 10, 2026 | |
Bitloop In-game content text | AI is used to help translate the game's text into the supported languages. All translations are reviewed before release. No AI-generated art, audio, or music. | Faven Games | - | Jun 9, 2026 | |
The Line Must Not Stop In-game content text | As an indie project, this game uses machine translation for some of the languages.
No AI was used for the source text, artwork or sound. | ArcoDev | - | Jun 9, 2026 | |
Idle Slots: Casino HQ In-game content code | We use Emoji's not Ai for Game Assets. This game does contain code assets that were created with the assistance of generative AI tools. All AI-generated content was heavily curated, edited, and modified by our human development team to ensure it aligns with the game's unique vision and quality standards. We affirm that we have the appropriate rights to all assets, both AI-generated and human-created, used in our game. | Bit Boy Games | - | Jun 9, 2026 | |
DeepSeaIdle: Infinity Abyss In-game content audio | Some sound effects and audio assets were initially generated using generative AI tools, and subsequently edited and refined by a human sound designer to fit the game's requirements. | HIGHKICKSTUDIO | - | Jun 8, 2026 | |
A Game About Clicking A Rock In-game content audioart | AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art. | SleeplessDogStudio | - | Jun 7, 2026 | |
Hearthside In-game content audio | Music and some ambience sounds. | Glitch Wolf Games | - | Jun 6, 2026 | |
Daily Brew Idle: Milk Tea Tycoon In-game content art | A portion of the in-game assets and promotional images were created using AI generation tools. | 天道(Tiandao Games) | - | Jun 6, 2026 | |
AIvy Live AI text | AIvy is a next-generation desktop mascot whose character dialogue is generated by AI on the fly.When you talk to AIvy, or when the character spontaneously speaks up about something happening on your PC, the words aren't pre-written scripts — the AI thinks them up and replies in real time. The generated dialogue is then read aloud by a text-to-speech engine, synchronized to the character's lip movements.[What the AI generates]- The character's dialogue (text)[What the AI does NOT generate]The 3D character itself (VRM model), facial expressions, animations, UI, and sound effects are all pre-authored assets. No images, video, or music are generated by AI during use.[About the AI models]Dialogue generation (default, local inference): AIvy is a local LLM runner built on llama.cpp (the same kind of architecture used by LM Studio, Jan, GPT4All). On first launch you pick from a dropdown the open-source language model best suited to your language — Sarashina 2.2 3B (MIT) for Japanese, Qwen 2.5 3B (Apache 2.0) for the others — and download it once from HuggingFace. From then on inference happens entirely on your PC, and your conversations are never transmitted externally. The in-app catalog only offers models under permissive licenses (Apache 2.0 / MIT).Dialogue generation (optional, cloud LLM): For users without local-LLM-capable hardware, AIvy additionally offers optional cloud LLM integration with OpenAI, Anthropic Claude, and Google Gemini. Network traffic occurs only when the user has explicitly registered their own API key with the chosen provider in the in-app settings. API keys are stored with OS-level encryption (Windows DPAPI) on the user's device and are never sent to any AIvy server (we don't run one). Usage costs are billed directly by the chosen provider. When this feature is not used, no external traffic occurs and inference runs entirely locally.[Streaming / video creation]You may freely stream, record, and share content created with AIvy. Just follow the license terms of the VRM model, each TTS engine, and the language model you actually use — commercial use, monetization, and credit requirements vary per VRM/engine/model.[Things to know]AI responses vary every time, depending on the model you choose, the personality you configure, and what you say. For the rare case of an unexpected response, you can switch personality presets, change models, or pause speech at any time. | Quon System LLC | - | Jun 5, 2026 | |
ATLASPIA: The Tower Manager In-game content artcode | Generative AI tools were used as part of the development process.
For store page materials, AI-generated outputs were used as reference material. The final store assets were manually edited and assembled by the developer.
For the game itself, generative AI tools were used to assist with the creation of some in-game visual assets, such as sprites, and to support programming and implementation work. All AI-assisted content is reviewed, edited, and integrated by the developer before inclusion.
The game does not use live generative AI during gameplay and does not generate images, text, audio, or other content at runtime. | IGM Studio | - | Jun 5, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
Goblins for Good In-game content text | Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com | HolyCowCreates | - | Jun 4, 2026 | |
Cozy Game Company Dev only artcode | I will use AI for prototyping visuals and of course for helping with coding. | Little Ones | - | Jun 4, 2026 | |
Quality Learing Center In-game content art | AI Used for the art work in this game. | TekWiz | - | Jun 4, 2026 | |
放置三国 Store/marketing arttextcode | This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input. | Nothing But Games | - | Jun 4, 2026 | |
言灵 In-game content audio | 通过人工智能把语音转成文字。 | 言灵AI实验室 | - | Jun 4, 2026 | |
PoopooDino In-game content text | Generative AI was used to assist in translating the game's menus and user interface text into multiple languages. | alufa | - | Jun 4, 2026 | |
Crazy Oddballs: Idle RPG In-game content arttext | Some characters are generated using AI | Crazy Oddballs | 329 | Jun 4, 2026 | |
CYCLES Store/marketing art | Generative AI was used to assist in the creation of certain promotional and store page marketing assets. No generative AI content is used during gameplay or generated for players at runtime. | argakiig | - | Jun 3, 2026 | |
Small Living World 2 In-game content text | AI was used as descriptions generator helper, and translation base. | 777 Pixels | - | Jun 3, 2026 | |
Incense Nook In-game content arttext | This game uses generative AI tools in limited ways during development, primarily for pre-generated visual/text assets. All AI-assisted content is reviewed, edited, and finalized by the developer before being included in the game. No AI-generated content is created in real time during gameplay. | Zero.One | - | Jun 3, 2026 | |
Universal Harvest: Incremental Unclear | Media materials | MyDreamForever | 16 | Jun 3, 2026 | |
Mandate of Heaven : Dynasty Breakout Idle In-game content arttext | Hero portraits and flavour text were created by AI tools. | genkakusoft | - | Jun 3, 2026 | |
Random Horse Derby In-game content art | Generative AI was used solely for the creation of pre-rendered visual assets (store page illustrations, library assets, and in-game images). | Kornux Games | - | Jun 3, 2026 | |
Bee Harvest In-game content arttext | This game includes AI-generated or AI-assisted content, such as artwork and localization. | Soba Studio | - | Jun 3, 2026 | |
Slice To Meet You In-game content artaudio | Some visual assets and music in this game were created with the assistance of AI tools. | Lumamind Studio | 101 | Jun 3, 2026 | |
Idle Crown In-game content codetextartaudio | AI tools are used to assist in development, including code, writing, art, and sound effects | Idle Crown | 123 | Jun 3, 2026 |