Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
- Creator
- Sunlit Suites Studio
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 25,376 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.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer.
The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play.
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
IDE Code assistant used to optimize parts of the game's code and resolve bugs. Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code.
AI tools were used for some background audio and aiding with scripts.
In the development of this game, artificial intelligence was used in the following areas: Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants. Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools. The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content.
Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services.
AI tools are used to speed up coding and to generate the visual art you see in the game. This is not the work of a "soul less machine" - It takes real human effort besides the generation of images. Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game. Thank you!
Generative AI is used for selected pre-generated artwork, trailer sequences and music. The feature videos show the ConvoyCore interface with example data.
I used generative AI to help me restructure my code and translate the game into other languages.
Automated temporary localization files, that can be overrided by mods
AI tools were used for Art Assets including the Steam store capsules
Explanation about the game development process: In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration. However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience. AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
Generative AI was used to assist in the creation of some graphical assets and mathematical formulas used within the software's code.
The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play.
AI assisted in writing the game's code and creating graphical elements
This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play.
Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services.
Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans.
Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play.
The title logo was generated with an AI image tool and then cropped and resized by the developer. The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer. The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers. Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model. The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review. The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated. The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI. AI Usage: AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
This game includes some images and text created with the assistance of generative AI.
It's used for generating some of the pixel art assets.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer. Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand: - Store artwork, logos and the main menu background image - Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese - Help with some in-game descriptions (shows, films, characters) The game does not use AI while you play.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review. The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated. Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
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 technology is used to realize the creative direction through the creation of assets.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
AI was used to edit capsule artwork and background music tracks.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer.
Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay.
Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game.
Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion.
Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sunlit Suites Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Sunlit Suites Studio | - | Oct 10, 2026 | |
Fishing Trawler In-game content artaudio | Generative AI tools were used during development to assist with some visual and audio assets in Fishing Trawler. All AI-assisted content is reviewed, edited, and integrated by the developer. | Killer Cozy Games | - | Oct 10, 2026 | |
Simply Padel In-game content text | The game's interface translations were made with AI translation tools, and AI tools helped draft some store page text. The game's art, animation, audio and gameplay were not made with generative AI, and no AI content is generated while you play. | Avzilabs | - | Oct 10, 2026 | |
Music Empire Tycoon In-game content art | AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items. | KokoGames | - | Oct 10, 2026 | |
Carrer Manager 27 In-game content art | As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience. | Turn Games | - | Oct 10, 2026 | |
Very Tasty Story Live AI text | This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience. | 202b | - | Oct 10, 2026 | |
Airport Land: Air Traffic Control In-game content artaudio | Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text. | Safafish | - | Oct 10, 2026 | |
Conflict 2026 In-game content codeart | IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team. | Tiltan Games | - | Oct 10, 2026 | |
Çay Ocağı: Bir Bardak Daha In-game content art | Several 3D assets in this game — including some character models and props — were created with generative AI tools (Meshy) and then converted, cleaned up and hand-adjusted before being used in the game. Textures are either hand-made or generated procedurally with our own code. | Akgul Studio | - | Oct 10, 2026 | |
Boarding Denied In-game content audio | AI tools were used for some background audio and aiding with scripts. | AdriDev | - | Oct 10, 2026 | |
CosmoLaunch System In-game content artaudiocode | In the development of this game, artificial intelligence was used in the following areas:
Code and Logic: Game algorithms (including the autopilot systems and the mission generator) were developed with the assistance of AI-powered programming tools and assistants.
Graphics and Audio: Selected graphic/visual elements and the audio design were generated using artificial intelligence tools.
The game does not use generative artificial intelligence to create content in real time during actual gameplay—all assets were pre-generated and are part of the static game content. | LukGames | - | Oct 10, 2026 | |
Munshi Meadows In-game content artaudiocode | Some of this game's code, art and music were made with the help of an AI assistant. Everything was reviewed, edited and assembled by hand, and no content is generated while you play. | Drangus Studios | - | Oct 10, 2026 | |
AmplyVally In-game content audio | AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated. | Northhearth Studio | - | Oct 10, 2026 | |
梁山叠义 In-game content artaudiotextcode | All content in Stack Heroes is generated using AI, including artwork, character and scene illustrations, UI graphics, music, sound effects, story and dialogue, other text, localization, and game program code. This content is generated during development and included in the game. The game does not generate AI content during gameplay or connect to external AI services. | XieMiao | - | Oct 10, 2026 | |
Before Dawn Bakery In-game content artcode | AI tools are used to speed up coding and to generate the visual art you see in the game.
This is not the work of a "soul less machine" - It takes real human effort besides the generation of images.
Even if you dislike AI in games, I hope you will try my game demo when available and see for yourself if it is fun. Personally I think AI will let me respond to feedback faster and give you a better game.
Thank you! | Ricardo Cebola | - | Oct 10, 2026 | |
ConvoyCore In-game content artaudio | Generative AI is used for selected pre-generated artwork, trailer sequences and music. The feature videos show the ConvoyCore interface with example data. | ConvoyCore | - | Oct 10, 2026 | |
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
RailGame In-game content text | Automated temporary localization files, that can be overrided by mods | Levia Labs | - | Oct 10, 2026 | |
A Baker's Dungeon Store/marketing art | AI tools were used for Art Assets including the Steam store capsules | Chibi.Games | - | Oct 10, 2026 | |
珠宝之王 In-game content arttext | Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience. | Magic Cat | - | Oct 9, 2026 | |
Prolumi: Project Room In-game content artcode | Generative AI was used to assist in the creation of some graphical assets and mathematical formulas used within the software's code. | Prolumi Interactive | - | Oct 9, 2026 | |
Grim Guild In-game content arttext | The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play. | PocketStudio | - | Oct 9, 2026 | |
Biathlon Manager Dev only artcode | AI assisted in writing the game's code and creating graphical elements | Trueslow Studio | - | Oct 9, 2026 | |
Ship It! : Indie Studio Simulator In-game content textartaudio | This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play. | McHunter Studio | - | Oct 9, 2026 | |
问道九州 In-game content art | Some store and library artwork, icons, and promotional imagery were created or enhanced with generative AI tools. Gameplay screenshots show actual gameplay. The game does not generate AI content during gameplay or connect to external AI services. | WU HUI CHEN | - | Oct 9, 2026 | |
Pan, Please! In-game content artaudio | Some graphics and sound assets included in this game were created with the assistance of Generative AI and were subsequently reviewed and retouched by humans. | BitPick | - | Oct 9, 2026 | |
Bullet Factory In-game content text | Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play. | MagicalWind | - | Oct 9, 2026 | |
MMO Guild Manager In-game content arttextcode | The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI. | iida-lab | - | Oct 9, 2026 | |
WaxWire: Program the Hive In-game content text | The game's text is partially translated into multiple languages with the help of AI.
Feedback from native speakers is welcome. | dyskomworks | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
PUZFLO: Run the Line In-game content artaudiotext | Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay. | Hajime | - | Oct 9, 2026 | |
Greaselord In-game content arttext | No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI. | Cyb3rArtStudios | - | Oct 9, 2026 | |
Let It Melt In-game content audiotextart | The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer. | Osiris Atlas | - | Oct 9, 2026 | |
Artifical Railways Live AI artaudiocode | Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service. | Starkim1999 | - | Oct 9, 2026 | |
Feast, Flee or Starve Unclear arttext | This game includes some images and text created with the assistance of generative AI. | MightyCodeDragon | - | Oct 9, 2026 | |
Zen Village In-game content art | It's used for generating some of the pixel art assets. | Zen Studios | - | Oct 9, 2026 | |
Television Dynasty Manager In-game content arttext | TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play. | One Tiny Empire | - | Oct 9, 2026 | |
Subject Zero In-game content textart | Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way. | Niobium Labs | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
The President: 20th Century 2 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. | - | Oct 9, 2026 | |
ClawGnomes In-game content art | Generative AI technology is used to realize the creative direction through the creation of assets. | AnotherBuild | - | Oct 9, 2026 | |
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
Bar Owner Simulator In-game content artaudio | AI was used to edit capsule artwork and background music tracks. | Curve Street | - | Oct 9, 2026 | |
Islandry Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Cropstone Studio | - | Oct 9, 2026 | |
Metro. Manage the Underground In-game content arttext | Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services. | RODRIK LTD | - | Oct 9, 2026 | |
Oystrike In-game content art | Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer. | Mostly Accidental | - | Oct 9, 2026 | |
Verdict of the Forge In-game content artaudiocode | Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay. | 航海工作室 | - | Oct 9, 2026 | |
OmniMart Tycoon Store/marketing art | Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game. | sugames | - | Oct 9, 2026 | |
Choban: Open World Shepherd Survival by æ Live AI text | Choban uses generative AI to power conversations and interactions with certain NPCs. AI-generated dialogue is used to create more natural, dynamic, and context-aware responses during gameplay. All core gameplay systems, quests, progression, world generation, and game mechanics are designed by the developers and are not generated by AI. AI is used solely to enhance NPC interactions and player immersion. | Artevren | - | Oct 9, 2026 | |
再再启程 One Way Tickets In-game content text | Only AI tools were used to complete part of the Traditional Chinese and English localization. All text was manually reviewed and proofread. | Future Tech. | - | Oct 8, 2026 |