AI tools were used to assist with some code generation All game assets were created by people or sourced from asset packs (story, art, music, etc.)
- Creator
- Lamby Wamy Games
- Reviews
- -
- Added
- Sep 14, 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.
AI tools were used to assist with some code generation All game assets were created by people or sourced from asset packs (story, art, music, etc.)
The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand. This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service.
AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay.
Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play. I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.
About Generative AI Content We want to be transparent with our players about how AI was used during the development of this game: Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team. Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency. All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience.
Pawnimals uses generative AI as part of its development and content creation process. Generative AI tools were used to assist with the creation and refinement of some visual assets, character artwork, animations, voice/audio content, and other creative elements in the game. AI-generated content is reviewed, edited, directed, and integrated by the developer to maintain a consistent visual style, character design, and overall player experience. Generative AI is used as a production tool and does not generate unrestricted content based on player prompts during normal gameplay.
Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images.
Localization features are AI-assisted.
Some pre-generated static 2D visual assets were created with OpenAI image generation tools, including key art, fictional character portraits, historical event illustrations, map icons, and artwork used to derive store capsules. The developer selected, reviewed, edited, cropped, typeset, and integrated the final assets. Generated images contain no embedded title text; the Chinese and English logos are separately typeset using a licensed font. The game does not generate content with AI while it is running.
This game uses generative AI in the following ways: Music — tracks were built from AI-generated material, then edited and arranged by hand. Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art. English localization — the English text was machine-translated and then reviewed and corrected by the developer. Code — parts of the game's code were written with AI assistance. Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons.
This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay.
Vestibule's pixel art was generated with an AI art tool, with every design directed, refined, and hand-edited by the developer. Individual trailer and cinematic clips were generated with an AI video tool, built from the game's own artwork and developer-written scene descriptions — the final edit, scene sequencing, and music timing were done manually by the developer in After Effects. All game design, systems, writing, and code are original work.
Store page capsule is temporary ai-generated placeholder, and will be replaced soon. Cards, some leaders and UI-elements artwork is generated with AI tools, then hand-edited before it goes into the game. They will be phased out as budget and time allows.
This game leverages AI content for the computer player.
The following content was created with the help of AI tools: - Store capsule images and banners - Stage map images - Translations into localized languages - Steam achievement icons All AI-generated content was reviewed by our development team before being added to the game and store page.
The pre-rendered achievement images and music are AI-generated. No AI-generation code or content will be used during gameplay.
All historical data is researched and verified by the developer from published records. Some in-game descriptive text (event descriptions, class histories) and the player's guide were drafted with AI assistance under the developer's editorial control and review. No AI-generated artwork, audio or photographs are used.
Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team.
Some artwork and promotional images used on the Steam store page were created with assistance from generative AI and subsequently reviewed and approved by humans. The game’s narrative voice-over uses pre-generated text-to-speech audio. No content is generated in real time during gameplay.
During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story. The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content.
Generative AI was used to help draft some in-game text and Steam store / marketing copy. Selected upgrade card icons were purchased as AI-generated assets and then manually edited. All AI-assisted content is reviewed by the developer before shipping.
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
We used AI tools during development: part of the source code was written with an AI assistant, and part of the pixel art was generated with PixelLab. Everything was reviewed, edited and tested by the developer by hand. The game generates nothing at runtime — all content is fixed in the build and identical for every player.
Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay.
Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself. You can disable these features in the settings without impacting gameplay.
AI was used to assist with localization of the game's store page into additional languages as a placeholder until I am able to hire a localization team. All localized text was reviewed and edited before publication.
AI was used to translate part of the in-game text and the Steam page.
AI tools were used to assist with translations for game and store page text.
The English and Turkish text in Slots & Skulls is written entirely by the developer. Gen AI was used only to translate in game and store text into the game's other supported languages. No AI tools were used to create any visual or audio asset: all art, animation, UI, music and sound effects are made by hand or licensed from human creators.
I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested. No content in this game is AI-generated, and no generative AI runs while you play. Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated.
I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary.
I made Signs then used ai to make multiple designs off my artwork to speed up excess signs, ect
Generative AI was used to assist in the creation of some 2D art assets.
Generative AI tools were used to create some visual assets for the game and its promotional materials, and to assist with writing and translating the store page descriptions. This content is prepared in advance. The game does not use generative AI to create content during gameplay.
Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me.
Some marketing artwork for the store page (the capsule's sky, city backdrop, rain and lettering layers) was produced with generative image tools (OpenAI image generation, Google Gemini) and then composited and edited by hand. A few placeholder textures currently in the build (the city seen through the office window and its signs, and the sample sheets in the customization menu) were AI-generated and are scheduled to be replaced with licensed or hand-made art before release. AI coding and writing assistants were used during development for parts of the source code, documentation and drafts of store text; all game rules, design decisions and final art direction are the developer's own. The game does not generate content with AI at runtime.
Generative AI was used to assist in the creation of some pre-generated promotional artwork for the Steam store page. ModuleZ does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
This game uses generative AI in the following areas: Art: Character sprites, background images, UI elements, and other visual assets were created with the assistance of generative AI tools. All generated assets were reviewed, edited, and adjusted by the developer before being used in the game. Localization: Store page text and in-game text in languages other than Japanese were translated with the assistance of generative AI, and reviewed before publication. Programming: Generative AI was used as a coding assistant during development. No AI-generated content is produced at runtime. All game content is fixed and pre-authored.
Some of the game's artwork was created with the assistance of generative AI during development.
Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay.
This game contains AI generated models and art.
Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements. All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials. Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience.
"Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics."
Ai tools have been used as part of production, with none used directly as final art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SableSyn Protocol Dev only code | AI tools were used to assist with some code generation
All game assets were created by people or sourced from asset packs (story, art, music, etc.) | Lamby Wamy Games | - | Sep 14, 2026 | |
Eras Showdown In-game content art | The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand.
This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service. | Marc Kausmann | - | Sep 14, 2026 | |
My Zombies Are Hungry Dev only arttextcode | AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay. | GiantIce | - | Sep 13, 2026 | |
无冕之龙 | Uncrowned Dragon In-game content artaudiotext | Generative AI assists in creating some visual assets, music, sound effects and narrative text during development. The art assets currently shown are temporary placeholders used solely to test our technical pipeline and do not represent the final visuals. | Watchman Games(守夜人工作室) | - | Sep 13, 2026 | |
Power Showdown In-game content artcode | Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game. | Chad Stewart | - | Sep 13, 2026 | |
Deepworks In-game content artaudiocode | Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby. | EZDev Games | - | Sep 13, 2026 | |
Drapers: Merchants of Middle Ages In-game content artcode | About Generative AI Content
We want to be transparent with our players about how AI was used during the development of this game:
Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team.
Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency.
All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience. | Tiltan Games | - | Sep 13, 2026 | |
Pawnimals In-game content artaudio | Pawnimals uses generative AI as part of its development and content creation process. Generative AI tools were used to assist with the creation and refinement of some visual assets, character artwork, animations, voice/audio content, and other creative elements in the game.
AI-generated content is reviewed, edited, directed, and integrated by the developer to maintain a consistent visual style, character design, and overall player experience. Generative AI is used as a production tool and does not generate unrestricted content based on player prompts during normal gameplay. | Floyd Bishop | - | Sep 13, 2026 | |
Fleets of Valor In-game content art | Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images. | Frontmark Games LLC | - | Sep 13, 2026 | |
Towers & Tentacles In-game content text | Localization features are AI-assisted. | Graauw | - | Sep 13, 2026 | |
衣冠南渡:北伐大业 In-game content art | Some pre-generated static 2D visual assets were created with OpenAI image generation tools, including key art, fictional character portraits, historical event illustrations, map icons, and artwork used to derive store capsules. The developer selected, reviewed, edited, cropped, typeset, and integrated the final assets. Generated images contain no embedded title text; the Chinese and English logos are separately typeset using a licensed font. The game does not generate content with AI while it is running. | 功达工作室 | - | Sep 13, 2026 | |
smoke.exe In-game content audioarttextcode | This game uses generative AI in the following ways:
Music — tracks were built from AI-generated material, then edited and arranged by hand.
Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art.
English localization — the English text was machine-translated and then reviewed and corrected by the developer.
Code — parts of the game's code were written with AI assistance.
Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons. | usasan3 | - | Sep 13, 2026 | |
OFF SOUNDINGS In-game content arttextaudio | This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay. | Dot2Real | - | Sep 13, 2026 | |
Vestibule In-game content art | Vestibule's pixel art was generated with an AI art tool, with every design directed, refined, and hand-edited by the developer. Individual trailer and cinematic clips were generated with an AI video tool, built from the game's own artwork and developer-written scene descriptions — the final edit, scene sequencing, and music timing were done manually by the developer in After Effects. All game design, systems, writing, and code are original work. | blightwork | - | Sep 13, 2026 | |
Irkalla In-game content art | Store page capsule is temporary ai-generated placeholder, and will be replaced soon.
Cards, some leaders and UI-elements artwork is generated with AI tools, then hand-edited before it goes into the game. They will be phased out as budget and time allows. | Nocturne Industries | - | Sep 13, 2026 | |
Royals7 Live AI | This game leverages AI content for the computer player. | Adblab LLC | - | Sep 13, 2026 | |
What’s Wrong with My Drawing In-game content arttext | The following content was created with the help of AI tools:
- Store capsule images and banners
- Stage map images
- Translations into localized languages
- Steam achievement icons
All AI-generated content was reviewed by our development team before being added to the game and store page. | Bulbasaur, Woowanggook | - | Sep 13, 2026 | |
Beastwood Haven In-game content artaudio | The pre-rendered achievement images and music are AI-generated. No AI-generation code or content will be used during gameplay. | 9.9 studio | - | Sep 13, 2026 | |
Motive Power In-game content text | All historical data is researched and verified by the developer from published records. Some in-game descriptive text (event descriptions, class histories) and the player's guide were drafted with AI assistance under the developer's editorial control and review. No AI-generated artwork, audio or photographs are used. | Motive Power Games | - | Sep 13, 2026 | |
Pig Up In-game content artaudio | Some 3D models, UI assets and background music of the game were initially created with generative AI tools, and then fully revised, refined and adjusted manually by our development team. | MinghanWang | - | Sep 13, 2026 | |
涂鸦学院 In-game content artaudio | Some artwork and promotional images used on the Steam store page were created with assistance from generative AI and subsequently reviewed and approved by humans. The game’s narrative voice-over uses pre-generated text-to-speech audio. No content is generated in real time during gameplay. | CC社 | - | Sep 13, 2026 | |
FIVE STAT FRENZY! In-game content art | During development, generative AI tools were used to assist with selected pre-generated visual content, including some card illustrations, comic imagery and marketing artwork. Each included illustration was deliberately selected, art-directed and integrated into FIVE STAT FRENZY!’s own comic-watercolour style, cast of characters, game rules and connected Paperlight City story.
The released game uses no generative AI at runtime. Players do not enter AI prompts, and the game does not generate new images, text, dialogue, music or gameplay content while it is being played. Card values, rules, deckbuilding, rivals, campaign progression and comic unlocks are fixed, tested game content. | ZELVANIX | - | Sep 13, 2026 | |
Riftmaw In-game content textart | Generative AI was used to help draft some in-game text and Steam store / marketing copy. Selected upgrade card icons were purchased as AI-generated assets and then manually edited. All AI-assisted content is reviewed by the developer before shipping. | Angersh | - | Sep 13, 2026 | |
ONE FLEET In-game content arttextaudio | Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime. | LuckyLion | - | Sep 13, 2026 | |
Don't duck with me Dev only codeart | We used AI tools during development: part of the source code was written with an AI
assistant, and part of the pixel art was generated with PixelLab. Everything was
reviewed, edited and tested by the developer by hand. The game generates nothing at
runtime — all content is fixed in the build and identical for every player. | catana games | - | Sep 13, 2026 | |
Motion de censure In-game content art | Some illustrations used in the game and on its Steam store page, including card artwork, interface backgrounds, and promotional materials, were created or enhanced using generative artificial intelligence tools. This content is generated in advance, then selected, edited, and manually integrated by the developer. The game does not use generative AI in real time and does not generate content during gameplay. | SMARTCUB3D Studio | - | Sep 13, 2026 | |
Vectorline: Air Traffic Control Simulator Live AI audiotext | Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself.
You can disable these features in the settings without impacting gameplay. | Axonos Games | - | Sep 13, 2026 | |
Penny Potluck In-game content text | AI was used to assist with localization of the game's store page into additional languages as a placeholder until I am able to hire a localization team. All localized text was reviewed and edited before publication. | Phoenix Hunt | - | Sep 13, 2026 | |
Cardsair In-game content text | AI was used to translate part of the in-game text and the Steam page. | Inner Flame Games | - | Sep 13, 2026 | |
Nozie Tower Defense XL In-game content text | AI tools were used to assist with translations for game and store page text. | hnugz gamez | - | Sep 13, 2026 | |
Slots & Skulls In-game content text | The English and Turkish text in Slots & Skulls is written entirely by the developer. Gen AI was used only to translate in game and store text into the game's other supported languages.
No AI tools were used to create any visual or audio asset: all art, animation, UI, music and sound effects are made by hand or licensed from human creators. | Trina Interactive | - | Sep 13, 2026 | |
Captain Contraption’s Safari Park Dev only codeartaudiotext | I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested.
No content in this game is AI-generated, and no generative AI runs while you play.
Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated. | Pill Bug Interactive | - | Sep 13, 2026 | |
Of Grit & Graves Dev only code | I use Bezi, an AI coding tool for Unity to help develop some of the more complicated algorithms used in pathfinding and enemy AI. I review all generated code used in the game and make modifications when necessary. | Melted Monster Game Studio LLC | - | Sep 13, 2026 | |
The Long Freeze In-game content art | I made Signs then used ai to make multiple designs off my artwork to speed up excess signs, ect | Outlaw Games | - | Sep 12, 2026 | |
The Stars Are Never Still In-game content art | Generative AI was used to assist in the creation of some 2D art assets. | Sojourner. Game | - | Sep 12, 2026 | |
PATTY STATE Store/marketing arttext | Generative AI tools were used to create some visual assets for the game and its promotional materials, and to assist with writing and translating the store page descriptions. This content is prepared in advance. The game does not use generative AI to create content during gameplay. | Tondemo Lab | - | Sep 12, 2026 | |
Core Idle TD In-game content art | Generative AI was used exclusively to assist in polishing the game's logo. All gameplay systems, code, and visual elements were developed directly by me. | CYR Games | - | Sep 12, 2026 | |
Par Under Review In-game content arttextcode | Some marketing artwork for the store page (the capsule's sky, city backdrop, rain and lettering layers) was produced with generative image tools (OpenAI image generation, Google Gemini) and then composited and edited by hand. A few placeholder textures currently in the build (the city seen through the office window and its signs, and the sample sheets in the customization menu) were AI-generated and are scheduled to be replaced with licensed or hand-made art before release. AI coding and writing assistants were used during development for parts of the source code, documentation and drafts of store text; all game rules, design decisions and final art direction are the developer's own. The game does not generate content with AI at runtime. | Minor Planet Games | - | Sep 12, 2026 | |
ModuleZ Store/marketing art | Generative AI was used to assist in the creation of some pre-generated promotional artwork for the Steam store page. ModuleZ does not use generative AI to generate content during gameplay. | IMTESOWL SOFTWARE | - | Sep 12, 2026 | |
SET THEM UP In-game content art | Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay. | Grabanc Games | - | Sep 12, 2026 | |
MonsterLegion textcode | This game uses generative AI in the following areas:
Art: Character sprites, background images, UI elements, and other
visual assets were created with the assistance of generative AI tools.
All generated assets were reviewed, edited, and adjusted by the
developer before being used in the game.
Localization: Store page text and in-game text in languages other
than Japanese were translated with the assistance of generative AI,
and reviewed before publication.
Programming: Generative AI was used as a coding assistant during
development.
No AI-generated content is produced at runtime. All game content
is fixed and pre-authored. | 反省文工房 | - | Sep 12, 2026 | |
Forest Explorer In-game content art | Some of the game's artwork was created with the assistance of generative AI during development. | Mori Eating | - | Sep 12, 2026 | |
Sarmatian Heroes In-game content art | Generative AI tools were used to create and edit selected pre-rendered visual assets, animations, and marketing materials. The game does not use live-generated AI content during gameplay. | Kajetan Hrynczuk | - | Sep 12, 2026 | |
Old Times In-game content art | This game contains AI generated models and art. | Aluminum Dog | - | Sep 12, 2026 | |
Turing's Hive In-game content arttext | Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime. | CounterRocks | - | Sep 12, 2026 | |
Vector Quake In-game content arttextaudio | Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services. | J2M | - | Sep 12, 2026 | |
Exord: Cosmic Talis In-game content art | AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials. | Pinfox | - | Sep 12, 2026 | |
Duel Baccarat In-game content artaudiocodetext | The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience. | 852kbstudio | - | Sep 12, 2026 | |
Animals Race In-game content art | "Generative Artificial Intelligence was used to assist in the creation of 2D visual assets for this game, including the store page promotional artwork and in-game UI graphics." | vectra_studios | - | Sep 12, 2026 | |
Guilded Fools Dev only art | Ai tools have been used as part of production, with none used directly as final art. | toyari | - | Sep 12, 2026 |