Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
- Creator
- Done by One Games
- Reviews
- -
- Added
- Oct 9, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
Fliprium contains visual artwork, music, and sound effects created with the assistance of generative AI tools. OpenAI image-generation tools were used for some visual assets, Suno for some music, and ElevenLabs for some sound effects. These assets were selected, edited, and integrated into the game by the developer during production
Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs. Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player.
Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players.
I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials. The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums.
Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs.
The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release.
The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service. The music is synthesized from hand-written scores and is not AI audio.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page.
Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use.
NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers. The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations. Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context.
During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service.
Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI.
Some 3D models, textures and animations were AI-generated, then edited by human artists in our team.
During the development stage of this game, some of the art materials and text were created using artificial intelligence.
AI tools were used to assist with some of the programming, under the direction and review of the game's developer. AI was also used in the translation process for non-English languages. All art and music were created by human artists.
Ai services are used to create some of the artwork and sounds in Lumentide.
Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play.
Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed.
Pre-generated AI-assisted illustrations are used in some in-game artwork and in Steam store and library artwork, including capsule images, the logo, and achievement icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play.
Card, character, background, UI and store art, as well as some in-game text and translations, were made with the help of generative AI. The game does not generate any content with AI while it runs.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay.
graphics and text
Generative AI tools were used during development to create some in-game artwork and sound effects, as well as some store and promotional visual assets. Generative AI also assisted with drafting store descriptions and translating them into English. This content is pre-generated. The game does not generate AI content or connect to external generative AI services during gameplay.
Translations of UI text
localization
Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。 対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。 ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。 対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style.
The in-game texts and their translations into 29 languages were created with the help of generative AI.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
AI is used to assist with programming, graphics creation and translations.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer. All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication. The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
Generated art for cards. Generated 3d models.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Store, community and promotional artwork contains AI-generated content.
The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way. No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas.
Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
Fliprium In-game content artaudio | Fliprium contains visual artwork, music, and sound effects created with the assistance of generative AI tools. OpenAI image-generation tools were used for some visual assets, Suno for some music, and ElevenLabs for some sound effects. These assets were selected, edited, and integrated into the game by the developer during production | Longbow Link | - | Oct 9, 2026 | |
Orix In-game content art | Some of the art in Orix was made with the help of generative AI. The character models were generated from AI-assisted concept art, then edited, retextured, and adjusted by hand for the game. The achievement icons were made the same way. Music and sound effects are licensed from human-made asset packs.
Nothing is generated while you play. Every asset in the game is fixed at build time and identical for every player. | Save Anywhere Games | - | Oct 9, 2026 | |
Sea of Silence In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets used in the game. All AI-assisted content was generated prior to release and was reviewed, selected, and integrated by the development team before being included in the final product. The game does not use generative AI during runtime and does not generate content dynamically for players. | zyc_zzmzs@163.com | - | Oct 9, 2026 | |
Tenants of the Shade In-game content art | I've spent years developing *Tenants of the Shade*, and our team has devoted thousands of hours to programming, artwork, and music. We also use generative AI tools to assist with editing and creating select assets, including some in-game icons and 3D models, as well as promotional materials.
The game is still in development, and these assets may change before release. We welcome questions about our creative process on Discord or in the Steam Community forums. | Stormjest | - | Oct 8, 2026 | |
Desert Springs In-game content artcode | Desert Springs uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made. No content is generated by AI while the game runs. | Robo Sombrero Studios | - | Oct 7, 2026 | |
After Troy In-game content art | The card illustrations were made with an AI image tool from our own low-poly style references, then reviewed and placed by hand. All other art, the map, characters, interface, voices and writing were made by people. Store art and screenshots are captured from the game itself. I'm hoping I can replace the card art by proper human art before full release. | Ruben Van Den Broucke | - | Oct 7, 2026 | |
Waxpack In-game content art | The player portraits, mascots, team emblems, box paintings and a few event images were generated with image models from the developer's prompts, then hand-keyed and placed. All other art is drawn in the game's own code. No live generation: the game contacts no service.
The music is synthesized from hand-written scores and is not AI audio. | Cedarlight Studios | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
Common Darkness In-game content artaudiotext | AI tools were used to create pre-generated artwork, music, sound effects, and narration, including artwork used on this store page. | One More Turn Games | - | Oct 7, 2026 | |
WebBound Solitaire In-game content art | Some pre-generated visual assets were created with the help of AI image generation tools and then edited by the developer: UI elements (buttons, icons, bars), the game logo, and the campaign zone background art. Some store and community artwork may also use AI-assisted imagery. All gameplay, card art, sound effects and music are procedurally generated by the game's own code, not by AI. No content is generated by AI live during gameplay. | ParALImedia | - | Oct 7, 2026 | |
江湖一牌:无情武林 / Ace of Jianghu In-game content artaudiotext | The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer. | 墨劍 Ink Blade | - | Oct 7, 2026 | |
The Lostwood In-game content artaudiotext | AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use. | PolyVoxel | - | Oct 7, 2026 | |
睿闻三国志・说客天下 Live AI text | NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers.
The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations.
Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context. | 睿闻工作室 | - | Oct 7, 2026 | |
FOOTBALL EXECUTIVE 27 In-game content codetext | During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service. | ZERE STUDIOS | - | Oct 7, 2026 | |
DeltaV Orbital Strategy In-game content text | Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI. | Vazkor | - | Oct 7, 2026 | |
Mani Kalpa: One Last Rite In-game content art | Some 3D models, textures and animations were AI-generated, then edited by human artists in our team. | Bhavil Gupta | - | Oct 7, 2026 | |
直面天命 Unclear arttext | During the development stage of this game, some of the art materials and text were created using artificial intelligence. | Jumping Frog Studio | - | Oct 7, 2026 | |
Contested Space In-game content codetext | AI tools were used to assist with some of the programming, under the direction and review of the game's developer. AI was also used in the translation process for non-English languages. All art and music were created by human artists. | Null & Void Games LLC | - | Oct 7, 2026 | |
Lumentide In-game content artaudio | Ai services are used to create some of the artwork and sounds in Lumentide. | SonicDMG Games | - | Oct 7, 2026 | |
Eternally In-game content audio | Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play. | Astral Kranium Ltd | - | Oct 7, 2026 | |
Hold Morale In-game content audiotext | Game music was pre-generated using AI tools and edited during development. Select non-English/German text localizations were pre-translated using AI translation tools and reviewed. | Velovyn Games | - | Oct 6, 2026 | |
Embersworn In-game content art | Pre-generated AI-assisted illustrations are used in some in-game artwork and in Steam store and library artwork, including capsule images, the logo, and achievement icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play. | Embersworn Studio | - | Oct 6, 2026 | |
Cheat Koi-Koi In-game content arttext | Card, character, background, UI and store art, as well as some in-game text and translations, were made with the help of generative AI. The game does not generate any content with AI while it runs. | 夜更堂 (Yofukedo) | - | Oct 6, 2026 | |
Battles of Arunia In-game content art | Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace some placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay. | Battles of Arunia | - | Oct 6, 2026 | |
LLamas & Alpacas In-game content arttext | Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay. | Dream Factory Solutions | - | Oct 6, 2026 | |
Corrupted Skies Unclear arttext | graphics and text | Zbili Studio | - | Oct 6, 2026 | |
动物庄园 Animal Farm In-game content artaudiotext | Generative AI tools were used during development to create some in-game artwork and sound effects, as well as some store and promotional visual assets. Generative AI also assisted with drafting store descriptions and translating them into English. This content is pre-generated. The game does not generate AI content or connect to external generative AI services during gameplay. | 田也 | - | Oct 6, 2026 | |
Blubber In-game content text | Translations of UI text | Crooked Hill Games | - | Oct 6, 2026 | |
Dice Knight In-game content text | localization | Summit Games Interactive | - | Oct 6, 2026 | |
Deadlight In-game content arttext | Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play. | ZiBa Entertainment | - | Oct 4, 2026 | |
Restore the Luminous In-game content artaudiotext | 開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。 | EpicQuest LLC | - | Oct 4, 2026 | |
Slimebound In-game content art | Generative AI was used as part of the process of creating some sprites and visual assets, which were then edited and adapted by the team to keep them consistent with the game's final art style. | Frostrune Studios | - | Oct 4, 2026 | |
Gold Master: A Game Company Tycoon In-game content text | The in-game texts and their translations into 29 languages were created with the help of generative AI. | Flagstaff Studio | - | Oct 4, 2026 | |
PenRogue In-game content artaudiotextcode | Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer. | Magnos Games | - | Oct 4, 2026 | |
Doubloon: Pirate Dice Roguelike In-game content artaudiotext | AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime. | Windvix Games | - | Oct 4, 2026 | |
Bonaparte 1789 AD Unclear artcodetext | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
扫雷英雄 Mine Heroes In-game content artaudiotextcode | This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer.
All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output. | Sparkmine Studio | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
Statemakers In-game content text | Generative AI tools were used in the development of this game solely to assist with writing and editing text: in-game interface strings and descriptions, their localization into all supported languages, and the text of the game's Steam store page. Every such text was reviewed and edited by a human before publication.
The game contains no AI-generated art, audio, music or gameplay content. All artwork was drawn by hand and all sound effects come from licensed libraries. No generative AI runs in the game at runtime. | Amberland Studio | - | Oct 4, 2026 | |
卡牌大师 In-game content art | Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions. | Gaster | - | Oct 4, 2026 | |
Dark Forest In-game content art | Generated art for cards. Generated 3d models. | Macon Games | - | Oct 4, 2026 | |
CrossVeil In-game content arttext | Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play. | Paulie Productions | - | Oct 3, 2026 | |
Zakuzaku Rogue Store/marketing art | Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time. | nekosuko | - | Oct 3, 2026 | |
Kaiten - Sushi Deckbuilder In-game content artaudio | Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay. | Chi Yin So | - | Oct 3, 2026 | |
Legend of Goddess : One Slash Store/marketing art | Store, community and promotional artwork contains AI-generated content. | Valkyrion Studio | - | Oct 3, 2026 | |
Tollmire In-game content text | The translations of this game into English, Spanish, Portuguese, Russian and Chinese were produced with the help of a large language model, working from the German original. The Spanish, Portuguese, Russian and Chinese versions are machine-made and are marked as beta inside the game. The text of this store page and the captions in the trailer were written the same way.
No image, no sound and no music in this game is AI-generated. The symbols come from historical alchemical plates, the witches from the Wellcome Collection, the cauldron from the Smithsonian, the reeds from an 1885 plant atlas. | Smartstift | - | Oct 3, 2026 | |
Go&Bust In-game content artaudio | Pre-generated content: Generative AI tools were used to create the game's visual and audio assets, including card and item artwork, backgrounds, key art and store capsule images, and the background music. The developer directed, selected, edited and integrated all AI-generated assets. Game design, rules and balance were created by the developer. No content is generated live by AI during gameplay. | Enomme | - | Oct 3, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 |