I use AI to generate game codes and images, nothing more.
- Creator
- CYCLOPS
- Reviews
- -
- Added
- Oct 13, 2026
Public Steam disclosure research 26,451 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.
I use AI to generate game codes and images, nothing more.
Generative AI was used to create some of the game’s visual assets, including character and monster artwork, backgrounds, and icons, as well as music, sound effects, and promotional artwork for the store page. These assets were generated during development. The game does not use generative AI to create content in real time during gameplay.
LogicForge was developed with the help of an AI assistant (Anthropic's Claude). It was used to write and review much of the program code and to draft and translate in-game text (chapter and story texts, the English translation, hints) as well as store and documentation texts. All of it was reviewed and edited by the developer. The game's graphics (capsules, logo, icons, achievement badges) are drawn by the program's own code – no image-generation model was used, and screenshots show the real game. The trailer music is a licensed stock track, not AI-generated.
Some visual and audio assets in this application were created with the assistance of generative AI tools, including background footage, store page artwork, and elements of the original music. All content was reviewed, edited, and finalized by the developer. No AI content is generated live during use — all assets are pre-rendered and fixed.
Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, including character and unit artwork, backgrounds, and promotional images. These outputs were selected, edited, composited, and integrated by the developer. The game does not generate content during play, and no player input or personal data is sent to generative AI services.
Some marketing and key art was created with AI assistance.
Generative AI was used during development to create some pre-generated visual assets, including some terrain and town-building textures, bark and leaf textures, planet-core item images, and store, library and icon artwork. AI also assisted with writing and translating the store description. These images are prepared and integrated before release. The current game does not generate content through generative AI during gameplay or connect to external AI services at runtime.
Generative AI tools were used in the creation of 2D artwork, music, sound effects, and promotional materials. All AI-generated content is pre-generated and reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay. 2Dイラスト、音楽、効果音、プロモーション素材の制作に生成AIツールを使用しています。AIで生成されたコンテンツはすべて事前生成されたもので、ゲームに収録する前に開発者が確認・選定・編集しています。ゲームプレイ中にAIによるコンテンツ生成は行われません。
AI-assisted tools were used for some artwork and written content. Nothing is generated during play.
AI was used to create promotional materials for the Steam store page and some game textures.
The game's artwork, including character illustrations, sprites, animation frames, enemies, icons, backgrounds, collectible photo cards and promotional artwork, was created using AI image generation tools, then selected, edited and processed by the developer. The game does not generate AI content during gameplay or connect to external AI services while you play.
Most enemy, boss and tower sprites and their animations, as well as parts of the store artwork, were pre-generated with AI image tools and then edited and integrated by the developer.
A game about building AGI, made with AI. The art and code were drafted with AI tools, then checked and tweaked by a human who still hasn't reached AGI. Nothing is generated while you play; everything you see was made and reviewed before release.
AI has been used to help develop the game's cover art.
AI tools were used during development to assist with the creation and refinement of visual assets, marketing materials, text, narrative content, and localization. The game does not generate AI content live during gameplay.
Abyss is made by a solo developer. Generative AI tools were used as an assistant during development: to help create and edit some in-game assets and some of the marketing images on this page. Everything was selected, reworked and finalized by hand by the developer, who takes full responsibility for the quality of the result. The game does not generate any content with AI while you play.
The Game Poster and branding assets have been generated with AI. AI will be actively used in pre-production and production phases but reviewed and backed by a real human being. We believe AI as a tool not as replacement,
Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play.
Some of the artwork used in this game and its store page (illustrations, capsule art and marketing images) was created with generative AI tools and then edited and integrated by the developer. No AI-generated content is created while playing, and the game does not connect to any external AI service.
Generative AI was used in the creation of some images and design assets in this game. No AI-generated content is created during gameplay.
AI is used to write large sections of the front end and back end but is not involved in execution of any part of the game.
AI was used to assist in the creation of artwork and portions of the game's audio.
We created the music in this game using artificial intelligence, adapting it to the mood the player chooses and their current state in-game. We hold full commercial usage rights in accordance with the license terms of the AI tool we used.
The following assets were created using generative artificial intelligence: some images, some models, all the voiceovers, and some videos.
Much of the artwork (enemies, turrets, bosses, effects, stage maps, UI icons, logo), the music, and part of the code were produced with generative AI tools and then edited and curated by the developer. The game does not use AI at runtime; no content is generated during play.
AI has been used to help develop the game's cover art.
The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content.
AI tools assisted with programming, written text, and localization during development. The game does not generate AI content during gameplay or connect to external AI services.
1. AI Speech Recognition Feature: AI Speech Recognition Location: Right-click a video clip that contains audio, then select “Audio recognition.” How it works: The user selects a Whisper model and language, starts recognition, and Edify generates a timed transcript from the clip audio. The result can be used for subtitles and text-based editing. Generated content: Speech-to-text transcription. The feature only processes media selected by the user. 2. AI Intelligent Keying Feature: AI Intelligent Keying Location: Right-click a video clip, then select “Keying.” How it works: The user enables AI keying and adjusts the keying region, threshold, edge softness, edge bias, and opacity. Edify uses an RVM video-matting model to generate an alpha matte and remove the background. Generated content: Per-frame foreground alpha mattes. Processing is initiated by the user. 3. AI Beautification Feature: AI Beautification Location: Right-click a video clip, then select “AI Beauty.” How it works: The user adjusts skin smoothing, skin whitening, face slimming, body slimming, and eye enlargement. Edify uses local face-detection and landmark models to track and process the selected person. Generated content: Modified video frames with AI beauty effects. The user must explicitly enable and adjust the effect. 4. AI Dubbing Feature: AI Dubbing Location: Right-click an audio track or commentary clip, then select “Dubbing.” How it works: The user enters text, selects a voice and TTS engine, generates speech, and inserts the generated audio into the timeline. The user can preview and remove the generated audio before export. Generated content: Synthetic voice audio generated from user-provided text. 5. Intelligent Live Commentary Feature: Intelligent Live Commentary Location: Right-click a video clip that contains audio, then select “Live Commentary.” How it works: Edify uses speech recognition to create timed sentences and commentary marks. The user can edit sentences and timing, then apply them to the timeline, generate subtitles, or use them for dubbing. Generated content: Timed commentary text and sentence-level timeline marks. All five features require explicit user action. Edify does not automatically generate AI content in the background. Users select the source media, enable the feature, review the result, and can remove or modify generated content before exporting.
The music, some sound effects, some cosmetic designs and some textures were made with the help of AI tools, then edited by the developer. No AI generates content during play.
Localisation
Some translations into other languages and some sound effects have been generated by AI.
Voiced music was generated by Suno until replaced by human singers. The logo is AI-edited. Localization is AI-assisted. BG/CG Images are AI-generated until replaced with human art.
Generative AI tools were used during development to assist with the creation and refinement of some quiz content, localization, and visual assets. All AI-assisted content included in the game was reviewed and edited by the developer before inclusion. The game does not use generative AI to create content during gameplay.
AI assistance for store page images and localization data configuration.
3D models of all figures, props and terrain were generated with Tripo AI from AI-generated concept images. 2D art (logo, icons, portraits, UI art) was generated with OpenAI image generation and FLUX. Music was generated with ACE-Step. Sound effects are procedurally synthesized. All generated content was reviewed and edited by the developer.
Generative AI tools are used to assist in creating marketing artworks and some background/texture assets. All generated assets are curated and edited by the developer.
Core gameplay (animation, physics, hit detection and netcode synchronization) is designed and tuned by hand. Models, textures, other assets and the rest of the code are downloaded or AI-generated, then edited.
Generative AI tools were used during development to create images and some dialogue, translations, music, and visual design assets. AI-generated images are also used in Steam store and promotional materials.
Some of the audio and a small portion of the images in this game were generated using AI
For translations within the game and on the Steam Store Page, we used a service based on machine learning. No assets, code or other aspects of development were created using AI or similar techniques.
AI was used only for the capsule image creation, and localization.
Generative AI was used to create some in-game objects and sound effects. All AI-generated content was created during development and is not generated during gameplay.
The game's visual assets were generated using AI tools during development. Generative AI was also used to develop the game's code and to produce some localized in-game text, including advice text. Elyria, the in-game knowledge assistant, can generate text answers to player questions using an external AI service and public Aleryos knowledge sources.
Pre-generated AI-assisted content includes artwork, text, localization and some background music. This includes in-game illustrations, interface art and store promotional images. The game does not generate AI content during play or connect to external AI services.
AI was used only for Steam library promotional artwork and logo. No AI-generated content or live AI is used in the game.
Generative AI tools were used during development to assist with portions of the game’s code and some 3D assets. All AI-assisted content was reviewed and edited by the developer. The game does not use generative AI during gameplay.
Onmal generates subtitles at runtime using AI models that run entirely on the user's PC (Whisper speech recognition, Opus-MT machine translation). All live generation is local; no audio or text is sent to the developer (text is sent to a third-party provider only if the user enters their own API key). Pre-generated content: 29 of the app's 31 interface translations were produced with AI (Korean and English are human-written); the app labels them as awaiting review.
How we use generative AI All final artwork, music, and sound in Yomino are made by our human artists and composer. We do not ship AI-generated art as-is in the game. We use generative AI as a supporting tool in the following areas: - Code-driven visual effects (e.g. score orbs flying to the score counter) and some shader effects - Brainstorming and rough sketches during early art exploration, which our artists then create from scratch - Temporary placeholder assets during development (replaced before release) - First drafts of in-game text, which are reviewed and rewritten by the team - Translation for some languages, reviewed by the team We will keep this page updated if our usage changes.
The game's art assets are AI-generated. If the game sells well, I plan to replace the AI-generated assets with professionally created artwork.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fieldworks Dev only codeart | I use AI to generate game codes and images, nothing more. | CYCLOPS | - | Oct 13, 2026 | |
pipsquad In-game content artaudio | Generative AI was used to create some of the game’s visual assets, including character and monster artwork, backgrounds, and icons, as well as music, sound effects, and promotional artwork for the store page. These assets were generated during development. The game does not use generative AI to create content in real time during gameplay. | Yang | - | Oct 13, 2026 | |
Logic Forge In-game content textcode | LogicForge was developed with the help of an AI assistant (Anthropic's Claude). It was used to write and review much of the program code and to draft and translate in-game text (chapter and story texts, the English translation, hints) as well as store and documentation texts. All of it was reviewed and edited by the developer. The game's graphics (capsules, logo, icons, achievement badges) are drawn by the program's own code – no image-generation model was used, and screenshots show the real game. The trailer music is a licensed stock track, not AI-generated. | Tojori | - | Oct 13, 2026 | |
yoruneko - Living Soundscape In-game content artaudio | Some visual and audio assets in this application were created with the assistance of generative AI tools, including background footage, store page artwork, and elements of the original music. All content was reviewed, edited, and finalized by the developer. No AI content is generated live during use — all assets are pre-rendered and fixed. | Studio Bobby | - | Oct 13, 2026 | |
Warmasters In-game content art | Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, including character and unit artwork, backgrounds, and promotional images. These outputs were selected, edited, composited, and integrated by the developer.
The game does not generate content during play, and no player input or personal data is sent to generative AI services. | Studio Bastion Games Co | - | Oct 13, 2026 | |
Space Quest Store/marketing art | Some marketing and key art was created with AI assistance. | Guillotine Games | - | Oct 13, 2026 | |
Milk Powder Universe In-game content arttext | Generative AI was used during development to create some pre-generated visual assets, including some terrain and town-building textures, bark and leaf textures, planet-core item images, and store, library and icon artwork. AI also assisted with writing and translating the store description. These images are prepared and integrated before release. The current game does not generate content through generative AI during gameplay or connect to external AI services at runtime. | milkpowderuniverse | - | Oct 13, 2026 | |
吹部に入ろう!~Join the Band!~ In-game content artaudio | Generative AI tools were used in the creation of 2D artwork, music, sound effects, and promotional materials. All AI-generated content is pre-generated and reviewed and edited by the developer before being included in the game. No content is generated by AI during gameplay.
2Dイラスト、音楽、効果音、プロモーション素材の制作に生成AIツールを使用しています。AIで生成されたコンテンツはすべて事前生成されたもので、ゲームに収録する前に開発者が確認・選定・編集しています。ゲームプレイ中にAIによるコンテンツ生成は行われません。 | LowResia Games | - | Oct 13, 2026 | |
QuipKite In-game content arttext | AI-assisted tools were used for some artwork and written content. Nothing is generated during play. | Gateway Information Group LLC | - | Oct 13, 2026 | |
Quarantine Lab Sort In-game content art | AI was used to create promotional materials for the Steam store page and some game textures. | Tovarishch Games | - | Oct 13, 2026 | |
Holy Night Survivors In-game content art | The game's artwork, including character illustrations, sprites, animation frames, enemies, icons, backgrounds, collectible photo cards and promotional artwork, was created using AI image generation tools, then selected, edited and processed by the developer. The game does not generate AI content during gameplay or connect to external AI services while you play. | DevQuark | - | Oct 13, 2026 | |
Mazehold In-game content art | Most enemy, boss and tower sprites and their animations, as well as parts of the store artwork, were pre-generated with AI image tools and then edited and integrated by the developer. | Dani´s Workshop | - | Oct 13, 2026 | |
Roll for AGI In-game content artcode | A game about building AGI, made with AI. The art and code were drafted with AI tools, then checked and tweaked by a human who still hasn't reached AGI. Nothing is generated while you play; everything you see was made and reviewed before release. | Castle Design Studio | - | Oct 13, 2026 | |
Padel Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 13, 2026 | |
Age of AI In-game content arttext | AI tools were used during development to assist with the creation and refinement of visual assets, marketing materials, text, narrative content, and localization. The game does not generate AI content live during gameplay. | Probably Human | - | Oct 13, 2026 | |
Abyss In-game content art | Abyss is made by a solo developer. Generative AI tools were used as an assistant during development: to help create and edit some in-game assets and some of the marketing images on this page. Everything was selected, reworked and finalized by hand by the developer, who takes full responsibility for the quality of the result. The game does not generate any content with AI while you play. | ArkForge | - | Oct 13, 2026 | |
Temple of Causality: Reincarnation Store/marketing art | The Game Poster and branding assets have been generated with AI. AI will be actively used in pre-production and production phases but reviewed and backed by a real human being. We believe AI as a tool not as replacement, | Magic Orbit Studios | - | Oct 13, 2026 | |
TDoom In-game content artaudiocode | Some of the game's 3D models, some of its music tracks and parts of the user interface were created with the help of generative AI tools, then selected, edited and integrated by our team. Some of the artwork on this store page (capsule and promotional images) was also created with the help of generative AI and edited by our team. AI coding assistants were also used during programming, with all code reviewed and directed by our team. Everything else (game design, level design and the remaining art, music and sound effects) was made by the Domp Studio team. No AI is used to generate content while you play. | Domp Studio | - | Oct 13, 2026 | |
UNSTITCHED In-game content art | Some of the artwork used in this game and its store page (illustrations, capsule art and marketing images) was created with generative AI tools and then edited and integrated by the developer. No AI-generated content is created while playing, and the game does not connect to any external AI service. | SewnGames | - | Oct 13, 2026 | |
画闘 -KAKUTO- In-game content art | Generative AI was used in the creation of some images and design assets in this game. No AI-generated content is created during gameplay. | SIREN | - | Oct 13, 2026 | |
Rotaliate Dev only code | AI is used to write large sections of the front end and back end but is not involved in execution of any part of the game. | Gamah | - | Oct 13, 2026 | |
Roadside Car Mechanic Simulator In-game content artaudio | AI was used to assist in the creation of artwork and portions of the game's audio. | Digital Melody | - | Oct 13, 2026 | |
The Golden Bull In-game content audio | We created the music in this game using artificial intelligence, adapting it to the mood the player chooses and their current state in-game. We hold full commercial usage rights in accordance with the license terms of the AI tool we used. | YDB Games | - | Oct 13, 2026 | |
Brain Bomb - Prologue In-game content artaudiotext | The following assets were created using generative artificial intelligence: some images, some models, all the voiceovers, and some videos. | Sea of Ghosts | - | Oct 13, 2026 | |
DeepCore Breach In-game content artaudiocode | Much of the artwork (enemies, turrets, bosses, effects, stage maps, UI icons, logo), the music, and part of the code were produced with generative AI tools and then edited and curated by the developer. The game does not use AI at runtime; no content is generated during play. | Shinum | - | Oct 13, 2026 | |
Volleyball Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Oct 13, 2026 | |
哥布林必须死 In-game content artaudio | The development of this game involved the use of generative AI tools to assist in producing art and music assets included in the game content. | 烟雨雾工作室 | - | Oct 13, 2026 | |
Core0 Dev only textcode | AI tools assisted with programming, written text, and localization during development. The game does not generate AI content during gameplay or connect to external AI services. | THESCRIPT | - | Oct 13, 2026 | |
Edify Non-linear editing system audiotext | 1. AI Speech Recognition
Feature: AI Speech Recognition
Location: Right-click a video clip that contains audio, then select “Audio recognition.”
How it works: The user selects a Whisper model and language, starts recognition, and Edify generates a timed transcript from the clip audio. The result can be used for subtitles and text-based editing.
Generated content: Speech-to-text transcription. The feature only processes media selected by the user.
2. AI Intelligent Keying
Feature: AI Intelligent Keying
Location: Right-click a video clip, then select “Keying.”
How it works: The user enables AI keying and adjusts the keying region, threshold, edge softness, edge bias, and opacity. Edify uses an RVM video-matting model to generate an alpha matte and remove the background.
Generated content: Per-frame foreground alpha mattes. Processing is initiated by the user.
3. AI Beautification
Feature: AI Beautification
Location: Right-click a video clip, then select “AI Beauty.”
How it works: The user adjusts skin smoothing, skin whitening, face slimming, body slimming, and eye enlargement. Edify uses local face-detection and landmark models to track and process the selected person.
Generated content: Modified video frames with AI beauty effects. The user must explicitly enable and adjust the effect.
4. AI Dubbing
Feature: AI Dubbing
Location: Right-click an audio track or commentary clip, then select “Dubbing.”
How it works: The user enters text, selects a voice and TTS engine, generates speech, and inserts the generated audio into the timeline. The user can preview and remove the generated audio before export.
Generated content: Synthetic voice audio generated from user-provided text.
5. Intelligent Live Commentary
Feature: Intelligent Live Commentary
Location: Right-click a video clip that contains audio, then select “Live Commentary.”
How it works: Edify uses speech recognition to create timed sentences and commentary marks. The user can edit sentences and timing, then apply them to the timeline, generate subtitles, or use them for dubbing.
Generated content: Timed commentary text and sentence-level timeline marks.
All five features require explicit user action. Edify does not automatically generate AI content in the background. Users select the source media, enable the feature, review the result, and can remove or modify generated content before exporting. | zhanghaiguo | - | Oct 13, 2026 | |
VoxKart: Combat Circuit Racing In-game content audioart | The music, some sound effects, some cosmetic designs and some textures were made with the help of AI tools, then edited by the developer. No AI generates content during play. | Visionary Gaming Studio | - | Oct 13, 2026 | |
Seven Worlds: Neon Odyssey Unclear text | Localisation | Gigantua | - | Oct 13, 2026 | |
RUNGEON: Auto Roguelike In-game content textaudio | Some translations into other languages and some sound effects have been generated by AI. | Javier Hernández Torres | - | Oct 13, 2026 | |
The Hearts of War Avert 2: Furies Vengeance In-game content audioarttext | Voiced music was generated by Suno until replaced by human singers. The logo is AI-edited. Localization is AI-assisted. BG/CG Images are AI-generated until replaced with human art. | Neo Generation Games | - | Oct 13, 2026 | |
カジュアルクイズスタジアム In-game content textart | Generative AI tools were used during development to assist with the creation and refinement of some quiz content, localization, and visual assets. All AI-assisted content included in the game was reviewed and edited by the developer before inclusion. The game does not use generative AI to create content during gameplay. | うしえいじ | - | Oct 13, 2026 | |
Shit Day : Dawn In-game content arttext | AI assistance for store page images and localization data configuration. | IRON GAMJA | - | Oct 13, 2026 | |
GACHA TACTICS In-game content artaudio | 3D models of all figures, props and terrain were generated with Tripo AI from AI-generated concept images. 2D art (logo, icons, portraits, UI art) was generated with OpenAI image generation and FLUX. Music was generated with ACE-Step. Sound effects are procedurally synthesized. All generated content was reviewed and edited by the developer. | devoogie | - | Oct 13, 2026 | |
CUBE - The 125 Chambers - In-game content art | Generative AI tools are used to assist in creating marketing artworks and some background/texture assets. All generated assets are curated and edited by the developer. | Kurogatari | - | Oct 13, 2026 | |
Mad Ancients In-game content artcode | Core gameplay (animation, physics, hit detection and netcode synchronization) is designed and tuned by hand.
Models, textures, other assets and the rest of the code are downloaded or AI-generated, then edited. | Mad Ancients Games | - | Oct 13, 2026 | |
Brokeline In-game content arttextaudio | Generative AI tools were used during development to create images and some dialogue, translations, music, and visual design assets. AI-generated images are also used in Steam store and promotional materials. | Brokeline Studio | - | Oct 13, 2026 | |
骰战三国 In-game content audioart | Some of the audio and a small portion of the images in this game were generated using AI | TriangleTireStudio | - | Oct 13, 2026 | |
Growing Knight In-game content text | For translations within the game and on the Steam Store Page, we used a service based on machine learning.
No assets, code or other aspects of development were created using AI or similar techniques. | Ennoble Studios | - | Oct 13, 2026 | |
What a Shift! In-game content arttext | AI was used only for the capsule image creation, and localization. | Pocket Factory | - | Oct 13, 2026 | |
The delayed memory In-game content artaudio | Generative AI was used to create some in-game objects and sound effects. All AI-generated content was created during development and is not generated during gameplay. | Team234 | - | Oct 13, 2026 | |
Aleryos : Le Réveil des Monarques Live AI artcodetext | The game's visual assets were generated using AI tools during development. Generative AI was also used to develop the game's code and to produce some localized in-game text, including advice text.
Elyria, the in-game knowledge assistant, can generate text answers to player questions using an external AI service and public Aleryos knowledge sources. | Geekos Nexus | - | Oct 13, 2026 | |
结丹模拟器 In-game content arttextaudio | Pre-generated AI-assisted content includes artwork, text, localization and some background music. This includes in-game illustrations, interface art and store promotional images. The game does not generate AI content during play or connect to external AI services. | Arvin | - | Oct 13, 2026 | |
Pawn to Don Mafia Crime Story Store/marketing art | AI was used only for Steam library promotional artwork and logo. No AI-generated content or live AI is used in the game. | Funcell Games | - | Oct 13, 2026 | |
一起摊煎饼!Griddle Up! In-game content codeart | Generative AI tools were used during development to assist with portions of the game’s code and some 3D assets. All AI-assisted content was reviewed and edited by the developer. The game does not use generative AI during gameplay. | SmilingMiles | - | Oct 13, 2026 | |
Onmal Live AI text | Onmal generates subtitles at runtime using AI models that run entirely on the user's PC (Whisper speech recognition, Opus-MT machine translation). All live generation is local; no audio or text is sent to the developer (text is sent to a third-party provider only if the user enters their own API key). Pre-generated content: 29 of the app's 31 interface translations were produced with AI (Korean and English are human-written); the app labels them as awaiting review. | 토닥 Todak | - | Oct 13, 2026 | |
Yomino In-game content artaudiotext | How we use generative AI
All final artwork, music, and sound in Yomino are made by our human artists and composer. We do not ship AI-generated art as-is in the game.
We use generative AI as a supporting tool in the following areas:
- Code-driven visual effects (e.g. score orbs flying to the score counter) and some shader effects
- Brainstorming and rough sketches during early art exploration, which our artists then create from scratch
- Temporary placeholder assets during development (replaced before release)
- First drafts of in-game text, which are reviewed and rewritten by the team
- Translation for some languages, reviewed by the team
We will keep this page updated if our usage changes. | Nukenin | - | Oct 13, 2026 | |
弃神遗境 In-game content art | The game's art assets are AI-generated.
If the game sells well, I plan to replace the AI-generated assets with professionally created artwork. | unicorn | - | Oct 13, 2026 |