Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
- Creator
- John Gregory
- Reviews
- -
- Added
- Sep 10, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Some of the artwork in this game — including character portraits, user interface elements, map and battle backgrounds, unit sprites, and visual effects — was created with the help of generative AI image tools, then reviewed, corrected, and assembled by hand before being included in the game. Some sound effects were produced with AI audio tools in the same way. All of this content is generated ahead of time and is fixed in the shipped build. The game does not generate any content while you play, and it does not connect to any external AI service during gameplay.
Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets, text, localization, and other pre-generated game content. All AI-assisted content included in the game has been reviewed and validated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Game code and ui was assisted with Claude
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance. Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision. The game design, systems, world-building, and writing are entirely human-made. Automotive Empire is the product of one person's vision, built with the best tools available today.
Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials.
NABERON uses generative AI tools in the creation of some of its assets. 3D models and textures were generated with Meshy, then reworked, retextured and assembled by hand for the game. Music was generated with Suno, and part of the sound effects with ElevenLabs. Some store page artwork, including the logo, was created with AI image tools. All generated content was reviewed, edited and approved by the developer before it shipped. The game does not generate any content live while you play — nothing is created at runtime.
Some visual assets were created with the help of generative AI tools.
Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay.
The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest.
AI assisted coding
Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output.
The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services.
Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı.
AI was used to generate some texts and to translate to other languages.
Some model using AI
Some in-game icons were created with the assistance of generative AI during development.
AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime.
During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
UI Elements, sounds.
Load Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play.
The AI Programs Are Used Only For Voice Acting Purposes.
本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。 対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも 開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。 音楽・効果音・地図素材・フォントには生成AIを使用していません。
Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects.
We used coding assistance as well as music generation
Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
Some still images and and code bug fixes were developed with the assistance of AI
Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer.
This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all. Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well. The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons. The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted.
Some art and audio in this game were created with generative AI tools during development. All such content was reviewed before release. No generative AI runs during gameplay.
The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Very few of the models are AI Generated, and I want to remove those models once I have the time
Game includes translations made with AI tools
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.
Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime.
Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
This game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI.
Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting. All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
This game includes some character artwork and UI elements created with the assistance of generative AI.
A limited set of the art and code was generated with help from AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
Solar Imperium In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Node One Digital | - | Sep 9, 2026 | |
Embersong: History Is Yours In-game content artaudiotext | AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline. | Camis Publishers | - | Sep 9, 2026 | |
Choice of History Live AI text | AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage. | 凭雨听风 | - | Sep 9, 2026 | |
Three Kingdoms Online In-game content artaudio | Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay. | GE Soft | - | Sep 9, 2026 | |
Night Shift: Anomaly In-game content art | Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay. | VLight Studio | - | Sep 4, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
Horseball Manager In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some visual assets, text, localization, and other pre-generated game content. All AI-assisted content included in the game has been reviewed and validated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | ABK SIX GAMES | - | Sep 4, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 | |
Automotive Empire In-game content artaudiocode | Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today. | ANMGP Studio | - | Sep 3, 2026 | |
Imperiums: The Americas Store/marketing art | Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials. | Kube Games | - | Sep 2, 2026 | |
NABERON In-game content artaudio | NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime. | NABERON Studio | - | Sep 1, 2026 | |
Warlord In-game content art | Some visual assets were created with the help of generative AI tools. | Baby War Elephant | - | Sep 1, 2026 | |
Three Kingdoms Reimagined In-game content artaudio | Some pre-generated artwork and audio were created with generative AI during development. These outputs are integrated as fixed assets; the game does not generate content live during gameplay or connect to a third-party AI service during gameplay. | Jeremy Cabaccang | - | Sep 1, 2026 | |
Dawn Of The Realm In-game content art | The vast majority of assets are created by me or commercially licensed. I have used AI-generated assets for a few buildings and UI elements as a base end then modified heavily in Photoshop. I am a solo developer and know it’s a controversial topic, but I hope the 1000+ hours I have spent in Photoshop shines through, but I still want to be honest. | Birdsong Games | - | Aug 31, 2026 | |
Things That Happen on the Map - Realm Simulator Dev only code | AI assisted coding | Lysemin | - | Aug 29, 2026 | |
Mandate 1600: The East In-game content arttext | Generative AI tools are used during development to assist with selected art production and localization. All AI-assisted outputs are reviewed, edited, and approved by the development team before being integrated into the game. The game does not use generative AI at runtime, and no content is generated live or delivered directly to players as unreviewed AI output. | RM GAME | - | Aug 29, 2026 | |
Broken Rift: Dominion In-game content art | The packaged offline model generates diplomatic communications and makes faction decisions from structured game state with curated personalities. Generative AI was used to assist in creating some pre-rendered artwork, including environment backgrounds, menu and branding art, icons, and promotional/title-card images. These assets were reviewed and integrated by the developer. Game does not connect to external AI services. | Last Exit Diner | - | Aug 29, 2026 | |
EGO X The Truth Dev only codeart | Kod geliştirme + bazı 3D modellerde AI desteği kullanıldı. | Elif Dalmis | - | Aug 29, 2026 | |
Fault Lines In-game content text | AI was used to generate some texts and to translate to other languages. | Andreas Müller | - | Aug 29, 2026 | |
Twisted Three Kingdoms Unclear | Some model using AI | Seasonbean Team | - | Aug 28, 2026 | |
Mapborn In-game content art | Some in-game icons were created with the assistance of generative AI during development. | Yunfc Games | - | Aug 26, 2026 | |
TON Wars Store/marketing art | AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime. | Basalt Interactive OÜ | - | Aug 25, 2026 | |
Beneath the Nine Skies: Immortal Stratagems In-game content artaudiotext | During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters. | 做游戏的魏同学 | - | Aug 24, 2026 | |
Lord of the Tiles Unclear artaudio | UI Elements, sounds. | Funzen Foundation | - | Aug 24, 2026 | |
Load Factor Dev only code | Load Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play. | FlyWithTom | - | Aug 23, 2026 | |
The Team Seven In-game content audio | The AI Programs Are Used Only For Voice Acting Purposes. | ReLibrary Interactive | - | Aug 22, 2026 | |
Worldline Simulator In-game content art | 本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。
対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも
開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。
音楽・効果音・地図素材・フォントには生成AIを使用していません。 | TANUKICODE | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
The Override Protocol In-game content artaudio | OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service. | Ruppel GmbH | - | Aug 22, 2026 | |
Oil Sheik: Dominion In-game content artaudio | The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects. | Reliq | - | Aug 22, 2026 | |
Worldkampf '72 In-game content codeaudio | We used coding assistance as well as music generation | Ubben Ubben Studios | - | Aug 22, 2026 | |
Money Wars : Modern Ages In-game content audiotext | Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI. | EarthQuick | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
OIL & HORROR artcode | Some still images and and code bug fixes were developed with the assistance of AI | 42 LONG | - | Aug 20, 2026 | |
Magna Conquest In-game content art | Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game. | CH4WORKS | - | Aug 17, 2026 | |
Governor In-game content arttext | Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer. | Daniling | - | Aug 14, 2026 | |
Volatility In-game content codetextart | This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files. | Dancing_Penguin | - | Aug 14, 2026 | |
Crowns of Medieval Europe In-game content art | This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted. | plausegame7 | - | Aug 13, 2026 | |
Hex Vanguard In-game content artaudio | Some art and audio in this game were created with generative AI tools during development. All such content was reviewed before release. No generative AI runs during gameplay. | Silver Ridge Games | - | Aug 13, 2026 | |
Warlord Atlas: Global Naval War In-game content artaudio | The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs. | Warlord Atlas Project | - | Aug 11, 2026 | |
World War Chess Unclear art | Very few of the models are AI Generated, and I want to remove those models once I have the time | Lanse | 18 | Aug 11, 2026 | |
States of Power In-game content text | Game includes translations made with AI tools | Sarunas | - | Aug 11, 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 | |
Helion Conflict In-game content art | Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime. | GoraGames | - | Aug 8, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | KMS STUDIO | - | Aug 8, 2026 | |
Reino Visigodo: Conquista de Hispania In-game content art | This game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI. | MMF Games | - | Aug 7, 2026 | |
Last Gambit In-game content artcode | Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time. | Mads | - | Aug 7, 2026 | |
The Fallen Chronicles In-game content art | This game includes some character artwork and UI elements created with the assistance of generative AI. | Neler93 | - | Aug 7, 2026 | |
AI Lab Tycoon Unclear artcode | A limited set of the art and code was generated with help from AI. | BT Games | - | Aug 5, 2026 |