LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
- Creator
- Caos Creations
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description.
Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team.
Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play.
Fighter mugshots have been generated with the use of AI image generation, with post-AI editing.
Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created in advance. The game does not generate AI content during gameplay or connect to external AI services.
Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0%
Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service.
AI-GENERATED CONTENT Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer. All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model.
Some AI-generated content is used as placeholder during development and will be replaced before release.
Localization is assisted by Gen AI.
Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools.
Ransom Wave uses generative AI during gameplay. The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs. The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled.
We used AI tools a bit to help with some assets, then reworked them ourselves until they felt right for the game.
Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer
Generative AI was used during development to create fixed visual assets, including backgrounds, item and achievement icons, interface artwork, and store marketing art. Some music, ambience, and sound effects were also created with generative AI. AI assisted in-game text and English localization. These assets are included as fixed files. The game does not accept player prompts or generate images, audio, text, or code during play.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game.
Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer. The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards.
Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing. No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content.
Generative AI tools were used to help create promotional artwork and store page images for VoxelCraft. AI is not used to generate in-game content, code, or gameplay at runtime.
Some code generated thru IA
Artificial intelligence was used to generate character images and code assisted programming.
It has been used in the page visuals and logo.
Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used.
Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay.
Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay.
Generative AI tools were used during development to create certain content included with the game: Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures. Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds. Music: A portion of the in-game music was generated using AI music tools.
The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing.
AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay.
Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay.
AI tools assisted with in-game text translation.
Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images. The text of this store page was written with AI help, from my own notes and my own story, and edited by me. The game does not create any AI content while you play: everything you see was made before release.
various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
This game was made by one developer working with an AI coding assistant. No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer. No AI runs while you play, and the game never connects to an external service.
AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay.
Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead.
AI generated the music for this game
Art assets were generated and human reviewed. Localization was AI-translated and separately AI-reviewed.
AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play.
The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play.
Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service.
Some text in the game and on the store page, including translations, was written with the help of AI tools.
Some content in this game and its store materials was created with the help of generative AI: - Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer. - The trailer narration was generated with ElevenLabs. - The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand. Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Drillionaire In-game content art | LLMs have been used to generate the majority of art for this game due to this being made by a solo dev. | Caos Creations | - | Oct 12, 2026 | |
Genesis: Blue vein In-game content text | Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description. | Recovery Area | - | Oct 12, 2026 | |
Art Shop: Tidy Up! In-game content textart | Generative AI was used only as a supporting tool, for language translation and for UI support. Only one in-game object was created with AI: the statue in the middle of the shop. Everything else was produced by our team. | Bad Habit Games | - | Oct 12, 2026 | |
Fully Funded In-game content text | Some content was made with generative AI: the game's logo, and much of the in-game writing (tutorial text, shop item names and descriptions, and other on-screen text), which was drafted with an AI assistant and edited by the developer. Parts of this store page were written the same way. Everything else - rooms, props, characters, sound and gameplay - is made procedurally in code or comes from CC0 asset kits. Nothing is generated by AI while you play. | PTL Studios | - | Oct 12, 2026 | |
The Stable: Championship Boxing Manager In-game content art | Fighter mugshots have been generated with the use of AI image generation, with post-AI editing. | GO Studio | - | Oct 12, 2026 | |
The Film Archive In-game content artaudiotext | Generative AI was used during development to help create visual assets, including textures and 3D models, as well as music, in-game text, including fictional film titles and catalog descriptions, and translations. AI tools were also used to create store and promotional artwork. All such content was created in advance. The game does not generate AI content during gameplay or connect to external AI services. | Breakwater Forge | - | Oct 12, 2026 | |
BILLIONAIRE'S BUNKER In-game content code | Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0% | EAT THE RICH | - | Oct 12, 2026 | |
溪山灯火 In-game content art | Generative AI tools were used during development to create some 3D models and textures, including buildings, vegetation, rocks and animals, as well as some menu backgrounds, interface artwork and store artwork. These assets were selected, edited, optimized and integrated during development. The game does not generate AI content during play or connect to an external AI service. | PS GAMING | - | Oct 12, 2026 | |
KickOff In-game content artaudiocode | AI-GENERATED CONTENT
Parts of this game were created with generative AI tools during development. Character art, backgrounds and icons were generated with image models and then edited, composited and corrected by hand. The voice acting in Portuguese and English was produced with AI voice synthesis. Some sound effects and cutscene music were generated with AI audio tools. Much of the source code was written with the assistance of an AI coding tool, reviewed and tested by the developer.
All of this content was generated before release and ships as fixed audio and image files. Game design, economy, balancing, story and script are the developer's own work, as is the procedurally synthesized music and sound of the minigames, which uses no AI model. | SET UNIVERSE | - | Oct 12, 2026 | |
Empty Throne general | Some AI-generated content is used as placeholder during development and will be replaced before release. | Man All In Studios | - | Oct 12, 2026 | |
Touhou Sky Cruiser In-game content text | Localization is assisted by Gen AI. | meteor008 | - | Oct 12, 2026 | |
Everbreak In-game content textart | Text for the game and store page was localized with AI assistance. The game's menu and store page feature title artwork created with the help of AI tools. | unomy | - | Oct 12, 2026 | |
赎命电波 Live AI textaudio | Ransom Wave uses generative AI during gameplay.
The game uses AI models to generate fictional victim dialogue, spoken voice responses, selected narrative text, and limited in-game guidance in real time. These outputs react to the player's typed input or optional microphone input and can vary between playthroughs.
The game's setting, characters, gameplay rules, scenario structure, safety constraints, and core narrative direction are created and controlled by the development team. AI-generated outputs are constrained by developer-authored character profiles, gameplay states, and content rules. Player microphone audio may be transcribed only to enable the current voice conversation. The game provides a text-input alternative when the microphone is disabled. | Unscientific Games | - | Oct 12, 2026 | |
Bento Express In-game content art | We used AI tools a bit to help with some assets, then reworked them ourselves until they felt right for the game. | Pluvia Nova | - | Oct 12, 2026 | |
8-Bit Buhurt: Combat Club In-game content textart | Some in-game text (event and dilemma card writing, UI copy) and the store description were drafted with AI assistance and then reviewed and edited by the developer. The game's non-English translations (French, Italian, German, Spanish, Portuguese-Brazil, Polish, Ukrainian, Japanese) were AI-translated drafts and are being reviewed. No AI generates content while the game is running, and the game makes no network calls to AI services. The logo/key art was created with AI image tools and edited by the developer | Bonkworks Studios, LLC | - | Oct 12, 2026 | |
赌狗仙侠 In-game content artaudiotext | Generative AI was used during development to create fixed visual assets, including backgrounds, item and achievement icons, interface artwork, and store marketing art. Some music, ambience, and sound effects were also created with generative AI. AI assisted in-game text and English localization. These assets are included as fixed files. The game does not accept player prompts or generate images, audio, text, or code during play. | dongguzai | - | Oct 12, 2026 | |
建造防线 In-game content artaudio | Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services. | MagicalConch | - | Oct 11, 2026 | |
Your Sweet Little Kitty In-game content text | Generative AI is used solely to assist with localization and translation work; all texts are reviewed and modified by the developers. This work does not use AI-generated art, audio, or real-time AI-generated content within the game. | Nad∅ | - | Oct 11, 2026 | |
Signarchy In-game content text | Signarchy was developed with the help of an AI coding assistant (Anthropic's Claude). It was used to write program code and to draft in-game text such as level descriptions, tutorial lines and translations. All of it was directed, reviewed, tested and edited by the developer.
The game itself contains no generative AI. Nothing is generated while you play: the traffic simulation is deterministic and runs entirely on your computer, without any connection to AI services. The 3D models are built procedurally from our own scripts, and road sign artwork follows official national standards. | Reflective Realms Games | - | Oct 11, 2026 | |
Furniture Store Simulator Store/marketing arttextcode | Generative AI was used for some Steam store and marketing materials only (section banners and draft store copy). These assets were reviewed and edited before publishing.
No generative AI is used in the shipped game at runtime. In-game 3D furniture, environments, and gameplay content are created with traditional art and development tools (purchased/licensed assets and original work). AI-assisted coding tools were used during development; they are not used to generate player-facing game content. | Infrangible Studio | - | Oct 11, 2026 | |
VoxelCraft Store/marketing art | Generative AI tools were used to help create promotional artwork and store page images for VoxelCraft. AI is not used to generate in-game content, code, or gameplay at runtime. | Pale Static Games | - | Oct 11, 2026 | |
BugFactory Dev only code | Some code generated thru IA | Renzo Villella | - | Oct 11, 2026 | |
你的老婆和你妈 In-game content artcode | Artificial intelligence was used to generate character images and code assisted programming. | Gamevati | - | Oct 10, 2026 | |
Digging Up Together Store/marketing art | It has been used in the page visuals and logo. | cnsgames | - | Oct 10, 2026 | |
Spring Breeze Shokudo In-game content textcode | Some of the in-game text (dialogue and descriptions) was written with the help of AI and reviewed and edited line by line by the developer. All pixel art and music are drawn and synthesized in real time by the game's own code, which was written with AI assistance; no AI image or audio generation models were used. | AOYUE DESIGN | - | Oct 10, 2026 | |
SEAMARK Store/marketing arttext | Generative AI assisted in creating selected illustrations, visual assets, narrative text, and translations during development, including store materials. No content is generated by AI during gameplay. | UREMORU | - | Oct 10, 2026 | |
Astra Genesis In-game content art | Generative AI tools were used during development to create pre-rendered visual assets, UI elements, and marketing materials. All generated assets were reviewed, finalized, and statically integrated into the game build prior to release. No content is generated in real-time or dynamically during gameplay. | Revo Games | - | Oct 10, 2026 | |
Halaskargazi In-game content artaudiotext | Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools. | Sinan Soyalıç | - | Oct 10, 2026 | |
MOO Live AI arttext | The game uses pre-generated AI-assisted artwork, including some game visuals and Steam promotional artwork. An optional local large language model generates character conversations, some fictional social text and short resident plans during play. Players can turn the local AI feature off and continue playing. | SPRING FALL TECHNOLOGIES LTD | - | Oct 10, 2026 | |
Stack Coffee Shop In-game content artcode | AI tools were used during development to assist with writing and debugging game code and to generate card illustrations and promotional artwork. All AI-generated content is created before release. The game does not generate AI content during gameplay. | JayZed | - | Oct 10, 2026 | |
Provincia Wars In-game content art | Some visual assets were created with the assistance of generative AI during development, while others were created manually. AI-assisted assets were reviewed and adjusted by the developer. The game does not generate AI content during gameplay. | William FS | - | Oct 10, 2026 | |
The Usual, Please In-game content text | AI tools assisted with in-game text translation. | Hadwa Games | - | Oct 10, 2026 | |
Elya Live AI audiotextart | Elya uses generative AI for optional real-time character conversations and synthesized speech. AI-assisted tools were also used to prepare portions of the store localization and selected marketing artwork. The game includes bundled local models, and users may optionally connect compatible third-party AI services or configure their own providers. Live-generated content is based on user input and character settings. | Elya | - | Oct 10, 2026 | |
Pack Goblin In-game content arttext | I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release. | JOPA Studio | - | Oct 10, 2026 | |
Too Many Orbs! In-game content art | various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Shahin Mohammadpour | - | Oct 10, 2026 | |
Swish and Flick: Tidy Up Together In-game content artaudio | The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game. | Sylvanus | - | Oct 10, 2026 | |
Tiny Club Manager In-game content textartaudio | Pre-generated content: AI tools assisted during development. Some in-game text (commentary, TV show dialogue), the translations and the store page text were written with AI assistance, and the pixel art, music and sound effects are generated by scripts written with AI assistance. All of this content has been reviewed, approved and modified by the developer. No content is generated by AI while the game is running. | Kalgator | - | Oct 10, 2026 | |
Gemheart Valley In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 10, 2026 | |
Quota: Hit Your Number In-game content text | This game was made by one developer working with an AI coding assistant.
No image, audio or video generators were used — there are no model-generated assets in the files. Every sprite is drawn by the game's own art generator, and all music and sound effects are synthesised at runtime from square, triangle and noise waves. However, the code that draws and synthesises them was written with the AI assistant, as was much of the in-game text and the English localisation. All of it was directed, reviewed and revised by the developer.
No AI runs while you play, and the game never connects to an external service. | Alexander Schlegel | - | Oct 10, 2026 | |
KAYFABE In-game content artcode | AI tools were used to create artwork and assist with coding. The game's writing and planning were created by the developer. No generative AI runs during gameplay. | Laughing Gorilla | - | Oct 10, 2026 | |
Table Night Live AI text | Table Night has an optional AI LLM game master: if the host turns it on with their own AI account, a language model narrates the match and judges what players write, while the game rolls the dice and decides every result. The AI is instructed to keep everything suitable for teens. Players' text is sent to the host's AI provider, and any table can be played with a human game master or none instead. | External Call | - | Oct 10, 2026 | |
Seasonal Reset: Christmas Edition In-game content audio | AI generated the music for this game | Budder Technology LLC | - | Oct 10, 2026 | |
Clapitalism In-game content arttext | Art assets were generated and human reviewed. Localization was AI-translated and separately AI-reviewed. | Kaifold Games | - | Oct 10, 2026 | |
Dronestead Store/marketing text | AI tools were used to help translate the game's text into other languages and to draft the store page copy. All of it was reviewed by the developer. The game does not generate any content with AI while you play. | Allan Postal | - | Oct 10, 2026 | |
Idle Gas Station Tycoon In-game content textcode | The game's code and its in-game text (UI strings, help text, achievement and mission descriptions) were written with an AI assistant. All visuals are procedurally built from simple shapes in code, and all sound effects and music are synthesized procedurally in code. No generative AI art, voice or music is used, and nothing is generated live during play. | Sobhi Arood | - | Oct 10, 2026 | |
One More Station Store/marketing codearttext | Parts of the game's code, interface art, store artwork and store text were created with the help of AI tools and then reviewed and edited by the developer. Nothing is generated by AI while you play. | McHunter Studio | - | Oct 10, 2026 | |
CLAIM In-game content art | Some pre-generated artwork was created with the help of generative AI tools and then edited by the developer, including store and marketing images and some loading-screen art. No AI content is generated live while you play, and the game does not connect to any AI service. | Pathfinder Studios | - | Oct 10, 2026 | |
Blackstart In-game content text | Some text in the game and on the store page, including translations, was written with the help of AI tools. | TessaroApps | - | Oct 10, 2026 | |
Billiard Cat In-game content audioart | Some content in this game and its store materials was created with the help of generative AI:
- Sound effects and background music were generated with Stable Audio (Stability AI) and edited by the developer.
- The trailer narration was generated with ElevenLabs.
- The store capsule artwork was created with Google's image-generation AI (Nano Banana) and finished by hand.
Cat vocalizations (meows, purrs, hisses) are real recordings, not AI-generated. The game does not generate any content with AI during gameplay. | YOIAO | - | Oct 10, 2026 | |
Prison Empire In-game content audiotext | The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo). | HIS Games | - | Oct 10, 2026 |