Some images / game code / i18n text
- Creator
- CYCLOPS
- Reviews
- -
- Added
- Aug 16, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
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Some images / game code / i18n text
Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development. The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed). No AI runs while you play, and the game never connects to an external AI service.
Some of the game's 2D artwork (illustrations, icons, and backgrounds) was created with the assistance of generative AI tools and then curated and edited by the development team. Some non-English text is translated with AI assistance and reviewed before shipping. No AI content is generated live during gameplay.
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
Some non-gameplay assets in March of Reveille were made with the help of generative AI tools. Music — composed using AI music generation. Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game. All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot.
Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers. Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled. Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact. Both features are completely optional. The game is fully functional and playable without any AI features active.
Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert.
We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development.
Some of this game's visual assets (such as background art, city and airport imagery, and icons) and background music tracks were created with the help of generative AI tools,
The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
AI was used to create some of the ingame pictograms and minor subelements in store art.
Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Generative AI was used only as a supportive tool for prototyping and ideation
The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content.
Some of the images in the game were generated using AI during the prototype stage. Such assets may be present in the game up until the release of the demo (inclusive). During the development process, we gradually get rid of generated assets and replace them with hand-made ones. By the time of the official release, all generated content will be removed. This is a normal process for developing an indie game.
AI leveraged for store page creatives
Some sprites were generated using IA
AI has been used to generate the artwork and imagery for this game.
The sound FX was generated using generative artificial intelligence due to financial constraints.
Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork.
The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play.
Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI".
Imperium is a solo-developed game that makes extensive use of generative AI to create its content: • Visual art and graphical assets — planet surfaces, buildings, species and ship artwork, interface art, and store/marketing imagery — were generated using Midjourney and ChatGPT, then extensively edited, composited, and refined by hand in Photoshop (including Photoshop's AI tools) to fit the game's art direction. • Music was generated using Suno. • Sound effects were generated using ElevenLabs. Every asset is reviewed, edited, and approved by the developer before it ships, and the game's design, systems, and balance are the developer's own. Imperium's in-game opponents use traditional algorithmic AI, not generative AI.
人物头像、少量图标以及音乐
I've used ai generators for icons and logos. All coding, animations and modelling has been done by me.
Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay.
AI was used to create a lot of the assets in the game, with human modifications.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using ACE-Step (an open-source model whose output permits commercial use). All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
AI is used for localisation purposes.
Some image assets are generated by AI.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay.
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase.
SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team. The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release. Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service.
Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English.
Leader portraits have been generated by AI and some text.
This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness. The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing.
Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects
Some images and translations in this game were referenced from AI-generated content
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
鍋與冒險 Unclear artcodetext | Some images / game code / i18n text | CYCLOPS | - | Aug 16, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
Ashen Throne In-game content arttext | Some of the game's 2D artwork (illustrations, icons, and backgrounds) was created with the assistance of generative AI tools and then curated and edited by the development team. Some non-English text is translated with AI assistance and reviewed before shipping. No AI content is generated live during gameplay. | Ashen Throne Games | - | Aug 7, 2026 | |
Old Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Aug 5, 2026 | |
March of Reveille In-game content audioart | Some non-gameplay assets in March of Reveille were made with the help of generative AI tools.
Music — composed using AI music generation.
Store page and marketing artwork — the key art on this page began as renders captured in-engine from the game's own 3D models, terrain and units, then restyled using AI image editing. It depicts the actual game.
All 3D models, environments, unit designs, UI and game design are the developer's own work, built from scratch in Blender and Godot. | xbig | - | Aug 5, 2026 | |
Kron Wars In-game content art | Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime. | Alien Bulb | - | Aug 5, 2026 | |
CivEconomy - Future Leader Live AI textart | CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled.
Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact.
Both features are completely optional. The game is fully functional and playable without any AI features active. | lekCurts Studio | - | Aug 5, 2026 | |
Oreship Stellar Frontier In-game content arttext | Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert. | Tischkanten_Flavor | - | Jul 29, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
Colonerra: Age of Exploration In-game content art | Some placeholder artwork and images currently use generative AI or AI-assisted enhancement. These assets may be replaced or revised during development. | The Game Tzar | - | Jul 23, 2026 | |
Airline Empire art | Some of this game's visual assets (such as background art, city and airport imagery, and icons) and background music tracks were created
with the help of generative AI tools, | KS | - | Jul 23, 2026 | |
Legion Hunters In-game content artcode | The core game mechanics, game design, and overall creative direction are 100% my original vision. No AI tools were used for conceptualizing ideas or narrative structure. The programming code was generated utilizing the Rosebud AI platform, and the 2D visual assets were initially created with generative art tools. Code, artwork, and music were reviewed, manually edited, and arranged by me to bring my specific creative vision to life. | LegionH | - | Jul 22, 2026 | |
NGC-404: Fractured Sector Dev only | During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team. | WhiteDogo Entertainment | - | Jul 21, 2026 | |
Warp to Sector One In-game content codetext | The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime. | hextor.Games | 27 | Jul 20, 2026 | |
reWinWar In-game content art | AI was used to create some of the ingame pictograms and minor subelements in store art. | Oleksandr Hulchenko | - | Jul 18, 2026 | |
Spirit of Europe - Enlightenment In-game content arttext | Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay. | Predict Edumedia | - | Jul 18, 2026 | |
Veyrasol In-game content arttext | Veyrasol uses generative AI tools as part of its art pipeline. Both 3D models and 2D artwork used in the game (illustrations, backgrounds, UI and unit icons), as well as store page and marketing graphics such as capsule images and banners, were created with the help of generative AI tools and then reviewed, edited and assembled by the developer. Generative AI tools were also used to help write parts of the marketing website and store page copy. The core game (engine, server logic, real-time combat, and systems) is hand-coded by the developer, and no content is generated by AI at runtime during play. | Suleyman Ozcan | - | Jul 17, 2026 | |
MA 3 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 17, 2026 | |
MA 2 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 16, 2026 | |
Trumpets of War Dev only | Generative AI was used only as a supportive tool for prototyping and ideation | Xblur | - | Jul 16, 2026 | |
Realm Tycoons Dev only | The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content. | Sunstone Entertainment LLC | - | Jul 11, 2026 | |
Cargo Protocol: Cyberpunk Trains Dev only art | Some of the images in the game were generated using AI during the prototype stage. Such assets may be present in the game up until the release of the demo (inclusive). During the development process, we gradually get rid of generated assets and replace them with hand-made ones. By the time of the official release, all generated content will be removed. This is a normal process for developing an indie game. | Flat Lab | - | Jul 4, 2026 | |
Boardroom Store/marketing art | AI leveraged for store page creatives | Decimal Games | - | Jul 4, 2026 | |
Settlers of Idlestan In-game content art | Some sprites were generated using IA | Ratz 'N' Godz | - | Jul 3, 2026 | |
InfiniteConflict In-game content art | AI has been used to generate the artwork and imagery for this game. | Muffinman | - | Jul 2, 2026 | |
Imperial Ambitions In-game content audio | The sound FX was generated using generative artificial intelligence due to financial constraints. | aoiti | 95 | Jul 1, 2026 | |
Horn of the Warlord In-game content art | Most of the game's artwork was created by commissioned artists. A small number of outsourced illustrations are currently under review, so the game has been disclosed as containing AI-generated artwork. | MagicKrol | - | Jun 29, 2026 | |
The Veiled Atlas: A Cycle of Falls In-game content artaudiotext | The art, music, and written text in this game were created using commercial generative AI services, working from the developer's own designs and ideas under direct human supervision, with each asset and passage curated and edited by hand. All content is pre-generated — no AI runs while you play. | Flat Gradient | - | Jun 28, 2026 | |
Proxy In-game content art | Some store assets (capsules, library art, promotional images) and some in-game terrain sprites (such as mountains and forests) started from drafts produced with AI image tools, then selected, color-graded, composited, and cropped by the developer. All publicly released assets are human-reviewed. UI, fonts, icons, player avatars, faction emblems, and other non-terrain art are drawn directly by the developer or built from licensed fonts / open-source resources — no AI generation involved. Player-to-player text messages produced at runtime by the AI model each player has chosen are disclosed separately under "Live-Generated AI". | Cup Island | - | Jun 28, 2026 | |
Imperium In-game content artaudio | Imperium is a solo-developed game that makes extensive use of generative AI
to create its content:
• Visual art and graphical assets — planet surfaces, buildings, species and
ship artwork, interface art, and store/marketing imagery — were generated
using Midjourney and ChatGPT, then extensively edited, composited, and
refined by hand in Photoshop (including Photoshop's AI tools) to fit the
game's art direction.
• Music was generated using Suno.
• Sound effects were generated using ElevenLabs.
Every asset is reviewed, edited, and approved by the developer before it
ships, and the game's design, systems, and balance are the developer's own.
Imperium's in-game opponents use traditional algorithmic AI, not generative AI. | Petroff Games | - | Jun 28, 2026 | |
万象战略 In-game content artaudio | 人物头像、少量图标以及音乐 | MeleePsycho | - | Jun 28, 2026 | |
StellarForge In-game content art | I've used ai generators for icons and logos. All coding, animations and modelling has been done by me. | Justin Hellman | - | Jun 28, 2026 | |
Galactum Meridian Store/marketing arttextcode | Galactum Meridian was developed with generative AI assistance under direct human creative direction. AI tools supported coding, writing, design exploration, production workflows, and selected visual and promotional assets. All material was reviewed, edited, and integrated by the developer. The game does not use live generative AI during gameplay. | Hedra Games | - | Jun 28, 2026 | |
Throneforged In-game content artaudiotextcode | AI was used to create a lot of the assets in the game, with human modifications. | Genesis Worlds | - | Jun 28, 2026 | |
Kingdom Chronicle In-game content artaudio | This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using ACE-Step (an open-source model whose output permits commercial use). All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated). | スタジオ白猫斎 / Studio Hakubyousai | - | Jun 28, 2026 | |
Conqueror's Stage In-game content text | AI is used for localisation purposes. | LeftLane Interactive | - | Jun 27, 2026 | |
WARONOMY In-game content art | Some image assets are generated by AI. | Aventine Legends | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
SolPlex: Dominion Store/marketing art | Generative AI was used to create some initial concept imagery during development and marketing. All AI generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI generated content is produced during gameplay. | Stratis Group Europe S.L. | - | Jun 15, 2026 | |
Wealth of Nations: Economic Strategy In-game content arttext | Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers. | WoN | - | Jun 12, 2026 | |
Imperium of the Stars In-game content audio | This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay. | Imperium of the Stars | - | Jun 9, 2026 | |
First Colony Dev only art | Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase. | Atesh Entertainment, Inc. | - | Jun 5, 2026 | |
Silent Terminal Store/marketing art | SILENT TERMINAL uses generative AI as a creative aid during development. Specifically, the promotional images on this store page (the capsule, header, key art and illustrations) were created with AI tools and then reviewed, edited and curated by our human team.
The game itself is built from human created and human supervised content: the ASCII art, maps, branching stories, dialogue and RPG systems are designed by the team. SILENT TERMINAL does not generate content with AI in real time during play. All adventures are loaded from pre authored files. | Bare Metal Xtreme | - | Jun 4, 2026 | |
Master of the Ages: Foundations of History In-game content arttextcode | Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers. | Sovereign Era Games | - | Jun 3, 2026 | |
Hollow Stars In-game content art | Some 2D visual assets in Hollow Stars were created with the help of generative AI image tools during development. This includes parts of the store and marketing artwork, the achievement icons, and background art used in the game's cinematic intro. Every AI-assisted asset was reviewed, edited and curated by the development team before release.
Generative AI is not used while you play. The game runs no generative AI at runtime — the in-game faction "AI" is a fully deterministic, rule-based simulation, not a generative model. No player input or data is sent to any AI service. | AppGX | - | Jun 3, 2026 | |
Land and Castles In-game content text | Translations to most non-English languages are written by AI. This can be overridden in Settings to view in original English. | Anmoco | - | Jun 3, 2026 | |
Annhexation In-game content arttext | Leader portraits have been generated by AI and some text. | James Randall | - | Jun 3, 2026 | |
World Order: Global Power In-game content arttext | This game uses generative AI tools during development to assist with certain assets such as artwork, text, and design elements. All AI-assisted content has been reviewed, edited, and curated by the developer to ensure quality and appropriateness.
The game does not use AI to generate content during gameplay, and no external AI services are accessed while playing. | Global Strategy Games | - | May 23, 2026 | |
Mind Prison: The Last War In-game content art | Vibe Coded 4x Lite Strategy Game, With Ai Generated images. But hand made UI, Story & Voicelines and Sound Effects | Rotten Sewer Productions | - | May 23, 2026 | |
StarWay text | Some images and translations in this game were referenced from AI-generated content | jiahuiJIA | - | May 23, 2026 |