Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
- Creator
- knighttimenow
- Reviews
- -
- Added
- Sep 18, 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.
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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.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Game covers are made with AI
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction. Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
AI was used to assist with artwork as I am a solo dev with a very limited budget, however all final assets integrated into the game were manually refined and processed. All instances of AI will be removed as sales open up
AI was used to generate some of the images in the game and in the store.
The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.
AI is used in the creating of some images
Pre-generated AI tools were used to create some artwork, including store promotional art and in-game character portraits, and some music and audio assets. These assets are prepared before play. Pocket Dynasty does not use generative AI services to create content during gameplay; its football simulation and computer-controlled teams use programmed game systems.
Some pictures, animations, sounds and code parts were created with AI.
Some of this game's assets and content were created with the help of generative AI tools during development. This includes certain graphical assets (such as store and marketing art and athlete portraits) and was also used to help generate and populate in-game content such as races, athletes and equipment. All AI-assisted content is created during development, reviewed and curated by the developer, and ships as fixed, pre-made content — the game does not generate any content with AI in real time, and does not connect to any AI service during play.
You used ChatGPT-generated images for the logo, menu backgrounds and store capsules.
Generative AI was used during development to assist in creating some pre-generated visual assets, character artwork, backgrounds, and promotional images. All AI-assisted content was reviewed and selected by the developer before inclusion in the game. No generative AI is used during gameplay, and the game does not connect to any external AI service.
Developed and tested under human creative direction with generative AI assistance for game code, audio and promo materials. Some skin patterns for customization of character and ball were AI generated. Maps, 3D assets and animations were bought from artists. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay.
The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image.
Some in-game assets were created with generative AI tools during development. Visual assets — including player portraits, team logos, and court designs — are a mix of hand-crafted artwork and AI-generated images, and some sound effects and music were made with AI audio tools. Similar assets may be added in future updates. All AI-generated content is reviewed by the developer before inclusion, is entirely fictional, and depicts no real people, real teams, or licensed properties.
Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay.
NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time.
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.
Some graphic assets (club crests, flags, and interface icons) were created with the help of generative AI tools during development. All content is original and fictional, and does not reproduce any real brands, crests, or logos. The match simulation, the game data, and the game code do not use AI at runtime.
Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists.
AI image generation has been used on object artwork and asset creation
The five background music tracks in this game were produced with a generative AI music tool.
Generative AI has been used to create sound effects, music and some user interface elements.
Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team.
Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay.
Utilizes artificial intelligence tools to assist in the development of certain in-game content.
localization
This game uses generative AI in a limited way, and only for some artwork. Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses. The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service. We do not use generative AI to impersonate real clubs, real players, or real people.
Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control.
Procedural and AI tools used to assist in some content creation
This game has been developed using AI programming agents, and also contains audio and image files generated by AI. No AI contents are generated during gameplay.
Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game.
Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text.
Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included.
The written text for Rikogol — this store page, its marketing copy and the game's in-game text — was drafted with AI assistance. No generative AI model produced any of the game's visuals or audio: everything you see in a match is drawn at runtime by our own code from plain geometric shapes, every sound effect is synthesised procedurally in code, and the store artwork comes from a deterministic drawing script. The game generates no content while you play and connects to no AI service.
AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome) Animations, music, game design, and all other elements of creativity are the work of a human exclusively. Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model. No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so.
Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included.
Generative AI tools were used during development to assist in creating pre-generated visual assets for the game, including character and hero artwork, team logos, backgrounds, interface elements, and other decorative assets. All generated content is reviewed, selected, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements.
Commentary was generated via ElevenLabs scripts.
Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play.
Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed and curated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist in creating some pre-generated visual and audio assets included in the game and its marketing materials. AI tools were also used to assist with coding. All AI-assisted content was reviewed and, where necessary, edited by the developer. No content is generated by AI during gameplay.
The title screen background (empty arena seats) is the only AI generated content.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer. All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
AI was used to assist in the creation of some artwork along with UI/UX elements.
Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play.
LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
PowerPitch In-game content artaudiotext | Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials. | knighttimenow | - | Sep 18, 2026 | |
Goalcrest: Club Management Tycoon Store/marketing art | Game covers are made with AI | Tycoon Managers | - | Sep 18, 2026 | |
Play Pocket Manager In-game content artaudiocode | Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player. | Buckminster Interactive | - | Sep 16, 2026 | |
Dugout Dice In-game content art | AI was used to assist with artwork as I am a solo dev with a very limited budget, however all final assets integrated into the game were manually refined and processed. All instances of AI will be removed as sales open up | Clint Graves | - | Sep 15, 2026 | |
Handball Thrill In-game content art | AI was used to generate some of the images in the game and in the store. | Artisoft | - | Sep 12, 2026 | |
Brick and Banner: College Football Dynasty In-game content arttextaudio | The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running. | Brick and Banner Sims | - | Sep 10, 2026 | |
Draft Day Sports: Pro Football 27 Unclear art | AI is used in the creating of some images | Wolverine Studios | - | Sep 10, 2026 | |
Pocket Dynasty In-game content artaudio | Pre-generated AI tools were used to create some artwork, including store promotional art and in-game character portraits, and some music and audio assets. These assets are prepared before play. Pocket Dynasty does not use generative AI services to create content during gameplay; its football simulation and computer-controlled teams use programmed game systems. | Voxel Pulse Games | - | Sep 10, 2026 | |
Fish fights back In-game content artaudiocode | Some pictures, animations, sounds and code parts were created with AI. | Nukeborn Studio | - | Sep 9, 2026 | |
Pro Endurance Series: Running Manager In-game content art | Some of this game's assets and content were created with the help of generative AI tools during development. This includes certain graphical assets (such as store and marketing art and athlete portraits) and was also used to help generate and populate in-game content such as races, athletes and equipment. All AI-assisted content is created during development, reviewed and curated by the developer, and ships as fixed, pre-made content — the game does not generate any content with AI in real time, and does not connect to any AI service during play. | Onyric Games | - | Sep 9, 2026 | |
Golazo Store/marketing art | You used ChatGPT-generated images for the logo, menu backgrounds and store capsules. | Softlookup | - | Sep 9, 2026 | |
Mistik 8 In-game content art | Generative AI was used during development to assist in creating some pre-generated visual assets, character artwork, backgrounds, and promotional images. All AI-assisted content was reviewed and selected by the developer before inclusion in the game. No generative AI is used during gameplay, and the game does not connect to any external AI service. | Selçuk Çetiner | - | Sep 8, 2026 | |
Pigeon Ball In-game content artaudiocode | Developed and tested under human creative direction with generative AI assistance for game code, audio and promo materials. Some skin patterns for customization of character and ball were AI generated. Maps, 3D assets and animations were bought from artists. The game does not use live-generated AI during gameplay. | PB Interactive | - | Sep 7, 2026 | |
Project Legend In-game content textart | Generative AI tools were used during development to assist in creating and refining some pre-generated narrative, text, and visual content. All such content is created prior to release and reviewed by the developer. The game does not generate AI content during gameplay. | Project Legend | - | Sep 6, 2026 | |
Moon Basketball In-game content codeart | The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image. | ZenChild | - | Sep 6, 2026 | |
Geeked-Out Basketball In-game content artaudio | Some in-game assets were created with generative AI tools during development. Visual assets — including player portraits, team logos, and court designs — are a mix of hand-crafted artwork and AI-generated images, and some sound effects and music were made with AI audio tools. Similar assets may be added in future updates. All AI-generated content is reviewed by the developer before inclusion, is entirely fictional, and depicts no real people, real teams, or licensed properties. | Geeked-Out Games | - | Sep 4, 2026 | |
Dodgeball Bash Store/marketing artcode | Generative AI tools were used during development to assist with programming, debugging, and selected visual and marketing assets. All AI-assisted code and content were reviewed, tested, and edited by the developer. No content is generated during gameplay. | SaltyGames | - | Sep 4, 2026 | |
NBA 2K27 Live AI art | NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time. | Visual Concepts | 745 | 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 | |
OnzeFoot | Some graphic assets (club crests, flags, and interface icons) were created
with the help of generative AI tools during development. All content is
original and fictional, and does not reproduce any real brands, crests, or
logos. The match simulation, the game data, and the game code do not use AI
at runtime. | Bodega Games | - | Sep 3, 2026 | |
Retro Club Manager In-game content art | Background graphics have been generated with AI. This might change during Early Access, as the goal is to replace all AI artwork by artwork made by real artists. | Victus Fatis | - | Sep 3, 2026 | |
WORKS: Motorsport Factory In-game content art | AI image generation has been used on object artwork and asset creation | River Rock Games | - | Sep 1, 2026 | |
カスペナ~カスタムペナント野球 In-game content audio | The five background music tracks in this game were produced with a generative AI music tool. | Yorumina | - | Sep 1, 2026 | |
Center Ice Hockey In-game content audioart | Generative AI has been used to create sound effects, music and some user interface elements. | Joonas Kaunisto | - | Sep 1, 2026 | |
Blood & Canvas: Bareknuckle Boxing In-game content art | Generative AI was used to assist in creating certain decorative user interface elements, and background graphics. All gameplay systems, mechanics, programming, game design, and core game content were created and curated by the development team. | Thiefcatcher Games | - | Sep 1, 2026 | |
Agent Pro In-game content artaudiotextcode | Some assets used during the development of Agent Pro were created or assisted using generative AI tools. All content included in the released version of the game has been reviewed, edited, and approved by the developer before being integrated into the game. No AI-generated content is created by players or generated dynamically during gameplay. | LKD studio | - | Aug 31, 2026 | |
Basketball Dynasty Unclear | Utilizes artificial intelligence tools to assist in the development of certain in-game content. | YBC Studio | - | Aug 29, 2026 | |
Spear Dive In-game content text | localization | SobaStudio | - | Aug 29, 2026 | |
Retro Club Dynasty Season 92/93 In-game content art | This game uses generative AI in a limited way, and only for some artwork.
Selected visual assets — including fictional club kits, generic stadium photographs and blueprint-style ground plans — were created or edited with image-generation tools, then reviewed, cropped, and placed by us. Player names, club names, and brands in the public release are invented; they are not official likenesses.
The game itself is not an AI chatbot. Matches, tactics, transfers, finances, and the season are simulated by our own code. No generative AI runs on your PC while you play, and the game does not send your actions to an AI service.
We do not use generative AI to impersonate real clubs, real players, or real people. | Mezko Games | - | Aug 29, 2026 | |
Emoji Massacre Store/marketing art | Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service. | UndaWirrld Arcade | - | Aug 28, 2026 | |
PROMOTER: The Fight Game In-game content art | We used generative AI on fighter portraits for deeper immersion and as a pre-production tool for early concept layouts. From there, all character assets and visual elements were extensively edited and manually hand-painted by human artists to ensure high visual quality and artistic control. | Langa Publishing | - | Aug 27, 2026 | |
Sportia Unclear | Procedural and AI tools used to assist in some content creation | Hermit Crab Studio | - | Aug 27, 2026 | |
Diamond Memories In-game content artaudiocode | This game has been developed using AI programming agents, and also contains audio and image files generated by AI. No AI contents are generated during gameplay. | Pennant Labs Co. | - | Aug 26, 2026 | |
Jockey Rising: Bloodline In-game content artaudio | Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game. | Den Spade | - | Aug 26, 2026 | |
My Little Golf Dev only text | Some of the written copy on this game's store page was drafted with the assistance of AI tools, with all text reviewed and edited by our team. No AI was used in any visual material on this page, including screenshots and trailers, or in any in-game assets such as graphics, audio, and text. | Inchanters | - | Aug 25, 2026 | |
Puck Rivals: 3on3 Hockey Dev only arttextcode | Generative AI tools were used during development to assist with programming, game systems, debugging, visual assets and written content. All AI-assisted work is reviewed, tested, edited, and integrated by the developer before being included. | Coastal Summit Studios | - | Aug 25, 2026 | |
Rikogol In-game content text | The written text for Rikogol — this store page, its marketing copy and the game's in-game text — was drafted with AI assistance. No generative AI model produced any of the game's visuals or audio: everything you see in a match is drawn at runtime by our own code from plain geometric shapes, every sound effect is synthesised procedurally in code, and the store artwork comes from a deterministic drawing script. The game generates no content while you play and connects to no AI service. | Deniz Durusoy | - | Aug 24, 2026 | |
Galactiball In-game content artcodeaudiotext | AI was used to create textures, some of the code, create a player model and rig it for animation. The sounds of footsteps, goals and ball bounces, albeit mastered, started as AI generated before being edited and mastered. Localization languages were also created by AI. (Therefore any corrections will be welcome)
Animations, music, game design, and all other elements of creativity are the work of a human exclusively.
Badgerworks Studios will never rely on AI for creativity, music, ideas for games, and once an artist has been hired, AI models either. Due to lack of in-house ability to rig models or create them from scratch, the current player model was generated and rigged (skeleton matched to model) by AI. Animations were hand made, but on the AI created and rigged model.
No AI, LLM, of frontier models are being called during game play nor will any introduced features be allowed to do so. | Badgerworks Studios | - | Aug 22, 2026 | |
National Volley In-game content art | Some background images and illustrations in this game are pre-generated content created using generative AI. These assets have been reviewed and, where necessary, adjusted by the developer before being included. | tsumetogi | - | Aug 22, 2026 | |
Esports Dynasty Manager In-game content art | Generative AI tools were used during development to assist in creating pre-generated visual assets for the game, including character and hero artwork, team logos, backgrounds, interface elements, and other decorative assets. All generated content is reviewed, selected, edited, and integrated into the game by the developer. The game does not generate AI content during gameplay. | Porcanelson Games | - | Aug 22, 2026 | |
Aussie Rules Legend In-game content codeart | Generative AI tools were used during development to assist with programming and implementation. The developer created the original game and codebase, with AI assistance used to modify and expand portions of the code, including implementation of the graphics and other visual/gameplay elements. | GDR Software | - | Aug 22, 2026 | |
Pro Strategy Football 2027 In-game content audio | Commentary was generated via ElevenLabs scripts. | Kerry Batts | - | Aug 22, 2026 | |
Football Agent In-game content arttext | Generative AI was used for some of the game's 2D artwork and for localizing in-game and store text into 8 languages, all reviewed by the developer.No content is generated by AI while you play. | ATERO GAMES | - | Aug 22, 2026 | |
Total Futsal Manager In-game content art | Generative AI tools were used during development to assist with the creation of some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed and curated by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services. | IAA Games | - | Aug 20, 2026 | |
Football Star Life ! 26/27 In-game content artaudiocode | Generative AI tools were used during development to assist in creating some pre-generated visual and audio assets included in the game and its marketing materials. AI tools were also used to assist with coding. All AI-assisted content was reviewed and, where necessary, edited by the developer. No content is generated by AI during gameplay. | Seb Q. | - | Aug 20, 2026 | |
Indoor Football Manager 2 In-game content art | The title screen background (empty arena seats) is the only AI generated content. | Statline Studios | - | Aug 19, 2026 | |
FOOTDICE In-game content arttextcode | Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services. | Collinas | - | Aug 19, 2026 | |
Golfing Is Easy In-game content art | AI was used to assist in the creation of some artwork along with UI/UX elements. | S.L.Kool Games | - | Aug 19, 2026 | |
PUCKVPUCK In-game content codetextaudio | Development of PUCKVPUCK was assisted by an AI coding assistant. It helped write and review the game's code — including the sound effects, which are synthesised mathematically in code rather than recorded or sampled — and it drafted text for this store page. No AI image, audio or video generation models were used: the visuals are drawn procedurally by hand-written code, every screenshot and trailer clip is real captured gameplay, and all music was written and performed by the developers. Nothing is generated live while you play. | StormRainbow Gaming | - | Aug 17, 2026 | |
LemonFC - Der Fußball-Manager In-game content textcode | LemonFC was developed with AI assistance (including Anthropic Claude) for writing and revising program code and for drafting German-language in-game event texts. The graphics and texts of this store page (capsule images, descriptions) were also created or drafted using AI tools. All content — in-game and on the store page — was reviewed, edited and approved by the developer; game design and balancing are the developer's own work. The game does not generate AI content at runtime — all content is fixed before release and human-approved. No player data is sent to AI services. | Lemoncookie Studios | - | Aug 17, 2026 |