DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
- Creator
- Feral Games Studio
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
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DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level).
Fighter mugshots have been generated with the use of AI image generation, with post-AI editing.
Placeholders.
OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text. AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots. The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay.
Yes, AI has been used. Here's the breakdown. Code = 50% (route-finding, NPC AI). Art = 35% SFX/music = 0%
We use generative AI tools as part of STAROPHAGE’s content creation workflow. The final content is selected, refined, and integrated under our development team’s creative direction.
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.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
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.
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.
AI tools were used to enhance the quality of authentic WW2-era photographs used in the game.
Generative AI was used to create some of the game's artwork and visual assets.
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.
I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement. Generative AI is used during development only; no AI-generated content is created while you 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.
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.
This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play.
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.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
Only alien images were generated using AI.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play. - 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts. - 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited. - Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above. - Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech). - Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code. - Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay.
Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play.
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.
Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play.
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.
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 helped us write parts of the game's code and create some of its art. No content is generated by AI while you play.
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.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
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 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.
Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page.
A few in-game images were generated with an AI image tool and edited by the developer. The game's translations were drafted with AI tools and reviewed by the developer. All other art, sound and design were made by the developer.
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.
Pre-generated AI artwork and audio. No AI is generated during gameplay. Licensed third-party assets are used.
Character art, portraits, monsters, backgrounds, item and skill icons, and story illustrations were created with AI image-generation tools, then selected, reviewed and laid out in the game by the developers. The background music was created with an AI music-generation tool (Suno). The code and text were written with AI assistance and reviewed by the developers. The game does not generate any AI content while it runs.
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.
Generative AI was used in the creation of images and music in the game. This content was generated and edited during development. No content is generated by AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DECIBLOW In-game content textaudio | DECIBLOW utilized generative AI for a few small things like localization & partial involvement in some of the music to speed up production (heavy human involvement at a DAW level). | Feral Games Studio | - | 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 | |
Super Survivors general | Placeholders. | Mega Drill | - | Oct 12, 2026 | |
Zompioland In-game content arttextcode | OpenAI's ChatGPT and Codex, including image-generation tools accessed through them, were used during the development of Zompioland. AI-assisted work includes programming and development scripts, code used to construct procedural 3D models and visual effects, interface elements, localization, and written in-game text.
AI assistance was also used to create and prepare pre-generated Steam marketing materials, including capsule and library artwork, header graphics, the game logo, store-page text, and the trailer's planning, titles, and editing. The trailer's gameplay footage was captured from the actual game. Steam gameplay screenshots are direct captures of the game, while AI-assisted promotional artwork is presented as store graphics rather than gameplay screenshots.
The developer reviewed, edited, tested, and integrated the AI-assisted work. Some models and effects are assembled while the game runs by conventional game code; this is not live generative AI. Zompioland does not connect to a generative AI service or use a generative AI model to create new content during gameplay. | Vebane Studios | - | 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 | |
STAROPHAGE Dev only artaudiotext | We use generative AI tools as part of STAROPHAGE’s content creation workflow. The final content is selected, refined, and integrated under our development team’s creative direction. | CannyEdge Interactive | - | 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 | |
Idle Legions Dev only art | An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer. | ALPACA TEAM | - | 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 | |
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 | |
Field Orders: Eastern Front In-game content art | AI tools were used to enhance the quality of authentic WW2-era photographs used in the game. | Chronotactica | - | Oct 12, 2026 | |
Casino defense In-game content art | Generative AI was used to create some of the game's artwork and visual assets. | Devanda labs | - | 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 | |
Brassleaf Tactics In-game content arttextcode | I use generative AI throughout the development of Brassleaf Tactics, including programming, game design, artwork and store-page content. The game includes AI-generated artwork. I set the creative direction, decide what goes into the game, and make the final design decisions, shaping the experience through playtesting, balancing and ongoing refinement.
Generative AI is used during development only; no AI-generated content is created while you play. | Luke Lachlan Day | - | Oct 11, 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 | |
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 | |
Fuel & Steel In-game content artaudiocode | This game was made by one developer with the help of generative AI tools. 3D models of vehicles, buildings and props were generated with Tripo and then edited and assembled by hand. Some textures and the key art were created with image generators. Music, radio voices and some sound effects were generated with ElevenLabs. Game code was written with the assistance of Claude Code. Game design, missions, story and level layout are the developer's own work. Nothing is generated while you play. | Create Visions | - | 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 | |
Auto Battle Buddies In-game content text | Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian. | Casual Clam | - | Oct 11, 2026 | |
先成仙再说 Store/marketing art | The promotional image of the game, as well as NPCs and a small number of scene components, are generated by AI.And the opening and closing of the promotional video | Yuexin | - | Oct 11, 2026 | |
Beast Snap In-game content artaudio | Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game. | Alejandro Rives | - | Oct 11, 2026 | |
QSO7 In-game content art | Only alien images were generated using AI. | John Nash | - | Oct 11, 2026 | |
No One Came Back In-game content artaudiocodetext | The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running. | ImpressaEntertainment,Inc. | - | Oct 10, 2026 | |
Runemoor In-game content artaudiotext | Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code. | Runemoor | - | Oct 10, 2026 | |
Dagesh In-game content art | Generative AI was used during development to assist with the creation and refinement of selected visual assets and promotional artwork. All AI-assisted content was reviewed and edited by the development team before being included in the game or store materials. The game does not use generative AI to create content during gameplay. | Buggy Code | - | Oct 10, 2026 | |
The Scratcher In-game content artaudiotext | Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play. | Terra Somnia Studio | - | 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 | |
Cropocalypse In-game content arttext | Made by one developer with a little help from AI! Some artwork and text started life in generative AI tools, then got edited and polished by hand. Nothing is generated while you play. | CORS Services | - | 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 | |
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 | |
They Keep Coming In-game content artcode | AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play. | McHunter Studio | - | 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 | |
Ardhan In-game content artaudiotext | Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service. | Ștefan Mihai Șerb | - | Oct 10, 2026 | |
Tactics to the devil dungeon In-game content artaudiotext | Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay. | SLOWRAIN 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 | |
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 | |
英雄塔防 In-game content artaudio | Some of this game's assets, including artwork and sound effects, were created with the assistance of generative AI. These assets were selected and integrated by the developer for use in the game and on its Steam store page. | xrwlink | - | Oct 10, 2026 | |
CLACKPOT: Marble Bounce Roguelike In-game content arttext | A few in-game images were generated with an AI image tool and edited by the developer. The game's translations were drafted with AI tools and reviewed by the developer. All other art, sound and design were made by the developer. | gamjadeulkkae | - | 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 | |
Zifir In-game content artaudio | Pre-generated AI artwork and audio. No AI is generated during gameplay. Licensed third-party assets are used. | KNM Game Studio | - | Oct 10, 2026 | |
Haunted Schoolbag In-game content artaudiotextcode | Character art, portraits, monsters, backgrounds, item and skill icons, and story illustrations were created with AI image-generation tools, then selected, reviewed and laid out in the game by the developers. The background music was created with an AI music-generation tool (Suno). The code and text were written with AI assistance and reviewed by the developers. The game does not generate any AI content while it runs. | 550 Atelier | - | 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 | |
FIVEFOLD In-game content artaudio | Generative AI was used in the creation of images and music in the game. This content was generated and edited during development. No content is generated by AI during gameplay. | Taishi Nomiya | - | Oct 10, 2026 |