本作の開発では、生成AIを使用しています。
- Creator
- Playbooster
- Reviews
- 22
- Added
- Jul 22, 2026
Public Steam disclosure research 25,394 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.
本作の開発では、生成AIを使用しています。
P·A·L - Personal Artificial Lifeform is a generative AI software suite. P·A·L generates written word, spoken word, voice to text, generative images, generative music and sound, game code, and is capable of learning through user choices. Always use AI responsibly.
Part of the store page assets were enhanced with AI tools.
I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships. What AI is used for: Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork. Source code — parts of the game's code were written with AI coding assistants. What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators. At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay.
Pre-generated AI: GPT Image 2 was used during development to create 2D paper-cut-style images included in the app, including weather phenomena, collectible visitors, ecosystem entities, Steam achievement icons, and key art for Steam store capsules and library assets. The developer selected and edited these images, including cropping, background removal, color and alpha cleanup, and export. The app does not use generative AI at runtime.
Paste this for the "how" description: All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time.
AI-generated art objects
Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up. Some in-game text, imagery, and data were drafted with AI assistance. Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery. Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service. Every AI-assisted asset was directed, reviewed, and approved by a human before shipping.
Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans. All gameplay, art, and final content remain crafted by Human.
Generative AI was used to help translate this game's text into languages other than English or Spanish.
Some Music is generated. Thats it :)
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI. All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer.
Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team.
Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play.
Some character and environment artwork, and portions of marketing/store text, were created with the assistance of generative AI tools. All assets were selected, edited, and integrated by the developer, who has the rights to use them. No AI runs at runtime in the game.
The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime.
Translated with the help of AI. Thank you for your understanding.
I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game. I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools. Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content. For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows: - Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software. - 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine. - Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions). We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming.
AI Generated Content Disclosure: "MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows: Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style. Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets. Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running.
Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay.
Generative AI was used during development to assist with the translation and localization of in-game text into multiple languages
部分商店素材包含AI生成元素
In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game.
During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period.
Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game.
Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime.
Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Part of the store page assets were optimized with AI tools.
Pre-generated: Steam store capsule and library key art was created using OpenAI image generation and then cropped, titled, and prepared by the developer. No generative AI runs during gameplay.
Music, icons, and art assets are made using generative artificial intelligence.
Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay.
Some store assets and code review used AI assistance.
Players may select a preset worldview and character template, or customize their own worldview and character settings before starting the game. They can interact via text typing in the in-game chat window, as well as click AI-provided options to engage with AI-generated content.
AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions.
The Steam version provides only local generative AI that runs on the user’s device. It does not include third-party online AI services or support the configuration of external API keys.**[Important Information Before Purchase]:** The response speed of local models will vary depending on your device’s CPU, GPU, and memory configuration. The intelligence level of the built-in local models differs significantly from that of large online models.
Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding.
VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features. The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets. Some store and marketing materials may also describe or demonstrate these AI-powered audio features.
Some AI was used to generate images (player and creature portraits) used in this game.
仅用于辅助宣传素材的创作
It was used for support during the coding phase; the rest is entirely handmade.
Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players.
AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release.
All visual and audio contents are hand crafted (or mouth), AI is only used on optimal background multiplayer coding logic.
Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work. All Artwork in game has been edited to fit the game, there is no raw AI content present.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Sea of Electronica Unclear | 本作の開発では、生成AIを使用しています。 | Playbooster | 22 | Jul 22, 2026 | |
P·A·L - Personal Artificial Lifeform Unclear textaudioartcode | P·A·L - Personal Artificial Lifeform is a generative AI software suite. P·A·L generates written word, spoken word, voice to text, generative images, generative music and sound, game code, and is capable of learning through user choices.
Always use AI responsibly. | A Spicy Meatball | - | Jul 22, 2026 | |
夯犇绿色传奇 Store/marketing art | Part of the store page assets were enhanced with AI tools. | 夯犇绿色传奇 | 28 | Jul 22, 2026 | |
Oxytopia In-game content artcode | I use generative AI tools in the development of OXYTOPIA. All AI output is directed, reviewed, and edited by me before it ships.
What AI is used for:
Branding art — the game's logo and app/store icons were designed with the help of AI models and are rendered in-engine as original vector/code artwork.
Source code — parts of the game's code were written with AI coding assistants.
What is not AI-generated: the in-game gameplay art (tiles, characters, buildings, items, plants) and all audio are hand-made or licensed from human creators.
At runtime: OXYTOPIA generates no content with AI while you play, and no player data is ever sent to any AI service during gameplay. | iida-lab | - | Jul 22, 2026 | |
风信来客 In-game content art | Pre-generated AI: GPT Image 2 was used during development to create 2D paper-cut-style images included in the app, including weather phenomena, collectible visitors, ecosystem entities, Steam achievement icons, and key art for Steam store capsules and library assets. The developer selected and edited these images, including cropping, background removal, color and alpha cleanup, and export. The app does not use generative AI at runtime. | Astroite | - | Jul 22, 2026 | |
Scrumbag In-game content artaudio | Paste this for the "how" description:
All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release. | Stockout Studio | - | Jul 22, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 | |
Coinada In-game content art | Generative AI was used to create the initial artwork for the game’s shortcut icon and certain promotional graphical assets. These assets were reviewed and selected by the developer before being included. The game does not generate AI content in real time. | major90 | - | Jul 22, 2026 | |
Gran Velocita - Real Driving In-game content art | AI-generated art objects | Dorian Dragoi | - | Jul 22, 2026 | |
Monotony Idle In-game content textart | Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up.
Some in-game text, imagery, and data were drafted with AI assistance.
Our store page materials - capsule art, store text, and trailer - were built from the game's real assets. All screenshots and trailer footage are captures of actual gameplay, not AI-fabricated imagery.
Live-generated content: none. The game does not use AI at runtime - nothing is generated while you play, and the game never sends your data to any AI service.
Every AI-assisted asset was directed, reviewed, and approved by a human before shipping. | Afterwork Studios LLC | 18 | Jul 22, 2026 | |
Hellmachina Railbane In-game content art | Generative AI was used to enhance marketing assets such as steam capsule & early sketch concept before offloaded & polished by Humans.
All gameplay, art, and final content remain crafted by Human. | MANUG Production | - | Jul 22, 2026 | |
Rogues & Fate In-game content text | Generative AI was used to help translate this game's text into languages other than English or Spanish. | David Moralejo Sánchez | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
NGC-404: Fractured Sector Dev only | During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team. | WhiteDogo Entertainment | - | Jul 21, 2026 | |
无尽地下城 In-game content art | Generative AI was used to enhance and improve some cutscene visuals. Apart from these specific visual assets, no other parts of the game were created using generative AI.
All gameplay systems, game design, programming, writing, balancing, and the majority of visual content were created manually by the developer. | 起源工作室 | - | Jul 21, 2026 | |
Separated In-game content arttext | Generative AI was used during development to create a limited number of in-game images and to generate translations for multiple languages. All AI-generated content was reviewed and edited as needed by the development team. | Twisted Realm | 54 | Jul 21, 2026 | |
Kaironia In-game content audioarttext | Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay. | Kaironia | - | Jul 20, 2026 | |
Swimcraft In-game content art | Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play. | Harbledown Digital | - | Jul 20, 2026 | |
Aethermoor In-game content arttext | Some character and environment artwork, and portions of marketing/store text, were created with the assistance of generative AI tools. All assets were selected, edited, and integrated by the developer, who has the rights to use them. No AI runs at runtime in the game. | Jonathan Cogswell | - | Jul 20, 2026 | |
Warp to Sector One In-game content codetext | The game's design, game systems, balance, and English narrative are human-developed. AI tools were used during development as a coding assistant, with any recommended code changes specified, reviewed, and tested by the developer. The Japanese localization was produced with AI assistance and hand-edited for nuances, idioms, and accuracy. AI tools were also used for grammar and spell checking. No content is AI-generated at runtime. | hextor.Games | 27 | Jul 20, 2026 | |
Provener In-game content text | Translated with the help of AI. Thank you for your understanding. | Provener Works | - | Jul 19, 2026 | |
群侠传:幸存者 In-game content artaudiocode | I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game.
I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools.
Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content.
For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback. | Nenly Studio | 600 | Jul 18, 2026 | |
Mind Against Fate In-game content artcode | The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials. | Mind Against Fate | - | Jul 18, 2026 | |
鉄道運行管理シミュレーターPro - Railway Dispatcher Pro - In-game content artcode | This game utilizes AI-generated tools for store page imagery, in-game graphics, and portions of the programming. | たでぃまる | - | Jul 18, 2026 | |
Malware Buster In-game content artaudio | AI Generated Content Disclosure:
"MalwareBurster" utilizes generative AI tools during its development process to assist with content creation. The specific details are as follows:
Visual Art: A portion of the character concepts, visual textures, and icons utilized AI tools to generate "raw asset templates." However, every single asset has been heavily refined, repainted, and polished manually by a human artist to ensure high quality and alignment with the game's retro-grid art style.
Music and Audio: Some background music (BGM) tracks were generated with the assistance of Suno.ai, which have been blended and edited alongside other appropriately licensed, royalty-free, and fair-use audio assets.
Note: This game does not feature any "Live-generated" AI content. All assets are fully pre-rendered prior to release, and no AI generation occurs in real-time while the game is running. | DevilCola | - | Jul 18, 2026 | |
HIRUN In-game content audio | Some of the HIRUN game music is AI generated and/or assisted, to be able to increase the amount and variety of banger tracks within the gameplay. | JumpyBambi | - | Jul 18, 2026 | |
Neural Soul In-game content text | Generative AI was used during development to assist with the translation and localization of in-game text into multiple languages | WistfulDog | - | Jul 18, 2026 | |
长生仙途 Store/marketing art | 部分商店素材包含AI生成元素 | May Game | 21 | Jul 18, 2026 | |
EverRail In-game content audiotext | In EverRail, AI-generated voiceover is used only for machine characters: the train's AI board computer and robot enemies, voices that are artificial in the story itself, which also lets us offer them in multiple languages. Beyond that, our team uses generative AI as a tool to support development, with our artists, designers, and engineers refining and hand-building every asset that makes it into the game. | Aesir Interactive | 339 | Jul 18, 2026 | |
Emergency Call - The Firefighting Simulation 3 In-game content audio | During Early Access, we use AI-generated voice-overs as temporary placeholders for some characters. These will be replaced with professionally recorded voice-overs during development or, at the latest, after the end of the Early Access period. | Crenetic GmbH Studios | 337 | Jul 17, 2026 | |
Swordoria In-game content artaudiocode | Swordoria was made by a solo developer with the help of generative AI tools. Some of the game's pixel art, music, and sound effects were generated with AI and then cut, edited, recolored, and assembled by hand, and parts of the code were written with the assistance of an AI coding tool. No generative AI runs while you play — all content is created and finalized during development and shipped as fixed assets in the game. | Lone Dragon Dev | - | Jul 17, 2026 | |
Hackagon: Cyber Card Battler In-game content art | Card illustrations and some in-game artwork were pre-generated using generative AI image tools, then curated, edited and integrated by our team. All game design, code, writing and final art direction are human-made. The game does not generate any content with AI at runtime. | Main Thread Games | - | Jul 17, 2026 | |
Ashrun Survivors In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Nicholas Schmitz | - | Jul 17, 2026 | |
猎国沉默专属 Store/marketing art | Part of the store page assets were optimized with AI tools. | 猎国沉默专属 | - | Jul 17, 2026 | |
EAT THE RICH Store/marketing art | Pre-generated: Steam store capsule and library key art was created using OpenAI image generation and then cropped, titled, and prepared by the developer. No generative AI runs during gameplay. | alyssastahp | - | Jul 17, 2026 | |
Aetherdrifter In-game content art | Music, icons, and art assets are made using generative artificial intelligence. | SkyAnvil | - | Jul 17, 2026 | |
Mutant Tide In-game content art | Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay. | Saltghost | - | Jul 17, 2026 | |
Master Stacker: Tower Trials Store/marketing codeart | Some store assets and code review used AI assistance. | Shift Click Gaming | - | Jul 17, 2026 | |
Companions' Chronicles Live AI text | Players may select a preset worldview and character template, or customize their own worldview and character settings before starting the game. They can interact via text typing in the in-game chat window, as well as click AI-provided options to engage with AI-generated content. | TLSoul | - | Jul 17, 2026 | |
Go Jace FPS In-game content audioartcode | AI was used to create the tools (Level Editor, Character Editor, Sound & Menu editors), the sounds/music, assets and advanced gameplay functions. | Bohloney | - | Jul 17, 2026 | |
Heai: Virtual Companion Live AI | The Steam version provides only local generative AI that runs on the user’s device. It does not include third-party online AI services or support the configuration of external API keys.**[Important Information Before Purchase]:** The response speed of local models will vary depending on your device’s CPU, GPU, and memory configuration. The intelligence level of the built-in local models differs significantly from that of large online models. | Bunnie Dan | - | Jul 17, 2026 | |
Turbo Era Boss In-game content arttext | Turbo Era Boss uses generative AI as part of its indie production workflow. Some pre-rendered visual assets, store capsule artwork, promotional/community images, and draft text/localization may be created or refined with AI-assisted tools. The game does not use live generative AI during gameplay. All AI-assisted material is reviewed, edited, and approved by Team76 before publication, and we avoid real team logos, real sponsors, driver likenesses, and other protected branding. | Team76 | - | Jul 17, 2026 | |
VOXSHIFT Live AI audio | VOXSHIFT uses AI-powered speech processing, translation, and text-to-speech / voice output features.
The app processes user-provided microphone input and can generate translated speech or processed audio output for the user to listen to or route to other applications. AI is used as part of the app's core audio workflow, not to create characters, story content, levels, or gameplay assets.
Some store and marketing materials may also describe or demonstrate these AI-powered audio features. | TOWA YOSHIDA | - | Jul 17, 2026 | |
Fantasy Classic: Dungeon Crawler In-game content art | Some AI was used to generate images (player and creature portraits) used in this game. | Eternal Play Office | - | Jul 17, 2026 | |
霸业封神传奇 Store/marketing art | 仅用于辅助宣传素材的创作 | 霸业封神传奇 | - | Jul 17, 2026 | |
little boy Dev only code | It was used for support during the coding phase; the rest is entirely handmade. | ali halil | - | Jul 17, 2026 | |
Ashes of Macedonia Store/marketing art | Some promotional and store page artwork used for marketing materials was created or assisted using generative AI tools. No generative AI is used during gameplay, and the game does not generate AI-created content for players. | Filios Christou | - | Jul 17, 2026 | |
Dome In-game content art | AI used to make pieces of capsule art then assembled and edited in photopea (free online photoshop). All the content in the game, dialogues, colors, quests, items, icons, layouts, proc gen, easter eggs, everything is handcrafted, handpicked and intentionally placed by me, or is a CC0 licenced asset which will be credited upon game's full release. | Nenad Juric | - | Jul 17, 2026 | |
Leave On Time Dev only code | All visual and audio contents are hand crafted (or mouth),
AI is only used on optimal background multiplayer coding logic. | LoT Studio | - | Jul 17, 2026 | |
Elsewar In-game content art | Being a small 2 person team in a startup studio working on this project while juggling other responsibilities; we used AI to generate base artwork that we then modified. We strived to use a fantasy theme based on Cubism as an art style so we wouldnt be ripping a specific artist's work.
All Artwork in game has been edited to fit the game, there is no raw AI content present. | Sannatorium Studios | - | Jul 17, 2026 |