AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists.
- Creator
- 𝕾𝖍𝖊𝖗𝖕𝖆
- Reviews
- -
- Added
- Jun 26, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists.
Some store page marketing images and artwork were created with the assistance of AI image generation tools. All in-game artwork, characters, backgrounds, and gameplay content were created by the development team. No AI is used to generate content during gameplay.
Some store assets (images/logos) were created with the use of AI.
Some environmental assets and 3D models in EvoX were created with the assistance of AI generation tools during development.
All game elements are created using AI tools like chatgpt.
During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content: - Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually. - Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events. - Menu Background: The main menu background visual was created with AI video generation tools (Runway). All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
This game does not use Live-Generated AI during gameplay. The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running. Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build. All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay
Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer.
Some visual marketing assets and store page artwork were created or assisted using generative AI tools and were subsequently reviewed, edited, and curated by the developer. No generative AI is used during gameplay, and the game does not generate content for players in real time.
We only used AI to assist in generating game promotional materials.
This work includes content generated by AI for coding assistance.
Some audio assets in the game were created with the assistance of AI tools and have been further modified, refined, and integrated by the developer.
We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production. Where AI Was Used A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style. Where AI Was Not Used All of the core creative work in Golden Years is fully handcrafted. This includes: Level design and layout Atmosphere, lighting, and mood Gameplay systems and mechanics Environmental storytelling Overall direction and feel of the game No AI tools were used to design gameplay, build levels, or shape the game's atmosphere. Store Page and Descriptions Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game. Gameplay Logic AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented.
game cover and menu music .only
AI was used to help make some assets for in game playability but they are heavily edited before importing into the engine for correct functionality.
Some protein structures shown in the game are predicted by AlphaFold, an AI-based tool. The description for some proteins shown in the museum are polished by Gemini and verified by a human for scientific correctness.
LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support. Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page. The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play.
Contains AI-generated music and audio heard on the game radio.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
AI services have been used for both code and asset generation in this game.
Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.
Some in-game icons and textures were initially generated using AI tools and subsequently modified and refined by the development team.
Generative AI tools were used during development to assist with some Steam store capsule artwork and promotional visual drafts. These AI-assisted images were used only as part of the store page and marketing artwork workflow. All final assets were reviewed, selected, and edited by the developer to make sure they match the game’s visual style and do not contain illegal, infringing, or inappropriate content. The game itself does not use generative AI during gameplay.
AI used for some inventory items and for images on the game's store page, and edited with a graphics editor.
This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
AI is used for translation. I will let it translate by a human if there is enough interest. AI is used to fix grammer and spelling as well as improving the text. AI reviews my code.
Some of the more outlandish in-game visual assets were generated using AI.
The music in the game is assisted by artificial intelligence
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
I'm not an artist, I used generative ai to help make the art for the game
This game does not contain any real-time generative AI features. Some game assets, including but not limited to animation effects, videos, card effects, and similar materials, were created with the assistance of AI.
We will use AI-generated marketing images for our promotional visuals. These will be applied in the following locations: the main promotional banner, vertical promotional banner, library promotional banner, library profile image, and library homepage image on the store page. The original materials are self-created and will be processed with AI for subsequent use. The game includes some UI icons /3D Asset that were initially generated by AI and subsequently edited manually for further application.
Some of the games code has been generated by AI.
Select visual elements created with the help of AI tools.
AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service.
Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems! Some assets within the game are generated with the help of AI, this includes but is not limited to: - Contracts (Company Names, Locations etc.) - Hardware Names (For the networking device) - Company Logos
Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork.
Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
Generative AI tools were used to create some assets in this game, including capsule art, promotional images, background music, and select NPC voice lines. All AI-generated content is pre-rendered and included as static game assets. No AI content is generated in real time during gameplay, and the game does not connect to external AI services while playing.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
AI tools were used in the development of this game, including code generation and image creation.
Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons.
Finesse uses generative AI tools for select pre-generated content created during development: - Meshy — 3D model generation for some character and environment assets - ElevenLabs — voice line generation for in-game audio - Suno — music track generation for soundtrack and ambient audio - Anthropic Claude — assistance with in-game text content (descriptions, narrative copy) All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
AI was used during development as an assistant for coding and polishing written content.
Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included.
AI was used to develop some of the musical compositions.
AI was used to develop some of the musical compositions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deadclaim Dev only code | AI Coding Tools Were Used In The Creation Of This Game, all art, models, animation, etc are handmade by artists. | 𝕾𝖍𝖊𝖗𝖕𝖆 | - | Jun 26, 2026 | |
Culinary Conquest art | Some store page marketing images and artwork
were created with the assistance of AI image
generation tools. All in-game artwork,
characters, backgrounds, and gameplay content
were created by the development team. No AI
is used to generate content during gameplay. | Gambito | - | Jun 16, 2026 | |
Renz Tower Defense Store/marketing art | Some store assets (images/logos) were created with the use of AI. | Logan Renz | - | Jun 16, 2026 | |
EvoX In-game content art | Some environmental assets and 3D models in EvoX were created with the assistance of AI generation tools during development. | LoneHolm Studio | - | Jun 16, 2026 | |
Captain Galactic In-game content text | All game elements are created using AI tools like chatgpt. | whoppagamer | - | Jun 16, 2026 | |
Plunder Bay In-game content artaudio | During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions. | MustDev | - | Jun 16, 2026 | |
Pop Star Life In-game content art | This game does not use Live-Generated AI during gameplay.
The game does not connect to any external AI service, does not send player input to AI models, and does not generate new AI content while the game is running.
Some visual assets in the game were created with the assistance of generative AI tools during development. These assets are static, pre-generated, reviewed by the developer, and included directly in the game build.
All AI-assisted visual content is used as fixed in-game artwork and is not dynamically generated during gameplay | Rakun Interactive | - | Jun 16, 2026 | |
On Hold Store/marketing art | Some visual assets used in this game's store page and promotional materials were created with the assistance of generative AI tools. All gameplay, code, writing, and audio were made by the developer. | Throwdown Games | - | Jun 16, 2026 | |
Strike On Store/marketing art | Some visual marketing assets and store page artwork were created or assisted using generative AI tools and were subsequently reviewed, edited, and curated by the developer. No generative AI is used during gameplay, and the game does not generate content for players in real time. | LuminForge Studio | - | Jun 16, 2026 | |
至尊传说之屠龙战神 Store/marketing art | We only used AI to assist in generating game promotional materials. | 屠龙战神 | - | Jun 16, 2026 | |
Tiny Wilds Simulator Dev only code | This work includes content generated by AI for coding assistance. | MikageGames | - | Jun 16, 2026 | |
Project RAZE: Fall of Terra In-game content audio | Some audio assets in the game were created with the assistance of AI tools and have been further modified, refined, and integrated by the developer. | FearForge Studios | - | Jun 15, 2026 | |
Golden Years Nursing Home In-game content art | We want to be upfront about how AI tools were used during the development of Golden Years. This is a small indie project built mostly by hand, but a few AI assisted elements were used to help speed up production.
Where AI Was Used
A handful of environmental textures, about five or six total, were created or retextured using AI tools. These are simple surface materials used to add extra detail to the environment. Every AI assisted texture was manually edited, cleaned up, and adjusted to fit the game's style.
Where AI Was Not Used
All of the core creative work in Golden Years is fully handcrafted. This includes:
Level design and layout
Atmosphere, lighting, and mood
Gameplay systems and mechanics
Environmental storytelling
Overall direction and feel of the game
No AI tools were used to design gameplay, build levels, or shape the game's atmosphere.
Store Page and Descriptions
Some of the text on the Steam store page may use AI assistance for drafting or polishing. All final wording is reviewed and edited to make sure it accurately represents the game.
Gameplay Logic
AI is not used for in game decision making, player behavior, or gameplay logic. Everything that affects how the game plays is traditionally designed and implemented. | Iron Tank Studios | - | Jun 15, 2026 | |
STATE Z In-game content audio | game cover and menu music .only | TEDLANDGAMES STUDIO | - | Jun 15, 2026 | |
Echoes In Static In-game content art | AI was used to help make some assets for in game playability but they are heavily edited before importing into the engine for correct functionality. | TRM_Studios | - | Jun 15, 2026 | |
Meowtabolism - Examining Feline Behavior within Unicellular Algae In-game content arttext | Some protein structures shown in the game are predicted by AlphaFold, an AI-based tool. The description for some proteins shown in the museum are polished by Gemini and verified by a human for scientific correctness. | Kasia and Associates | - | Jun 15, 2026 | |
LAST RITE TD In-game content artaudiotext | LAST RITE TD uses generative AI tools during development to assist with creating and iterating some visual concepts, marketing artwork, store capsule images, trailer-related promotional materials, voice/audio elements, and certain worldbuilding or text-drafting support.
Some voice/audio elements may also be AI-assisted. All AI-assisted content is reviewed, selected, edited, and integrated by the developer before being used in the game or on the Steam store page.
The game does not use generative AI to create unpredictable real-time gameplay content for players during normal play. | Kalvorq | - | Jun 15, 2026 | |
Mic Simulator In-game content audio | Contains AI-generated music and audio heard on the game radio. | Almost Nice Games | - | Jun 15, 2026 | |
Alembix TCG In-game content art | We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material. | DFT Games Studios | - | Jun 15, 2026 | |
Railroad Rummy In-game content artcode | AI services have been used for both code and asset generation in this game. | Aterx Hobby | - | Jun 15, 2026 | |
SUBSØNIC Store/marketing text | Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized. | Komar Labs | - | Jun 15, 2026 | |
Frontier Legends In-game content art | Some in-game icons and textures were initially generated using AI tools and subsequently modified and refined by the development team. | Neojac Entertainment Inc. | 51 | Jun 15, 2026 | |
Carland: Drifter Store/marketing art | Generative AI tools were used during development to assist with some Steam store capsule artwork and promotional visual drafts. These AI-assisted images were used only as part of the store page and marketing artwork workflow.
All final assets were reviewed, selected, and edited by the developer to make sure they match the game’s visual style and do not contain illegal, infringing, or inappropriate content.
The game itself does not use generative AI during gameplay. | OY Games | - | Jun 15, 2026 | |
Last Breath Store/marketing art | AI used for some inventory items and for images on the game's store page, and edited with a graphics editor. | Mx | 43 | Jun 15, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
Cropageddon Unclear textcode | AI is used for translation. I will let it translate by a human if there is enough interest.
AI is used to fix grammer and spelling as well as improving the text.
AI reviews my code. | Alexander Pavicevic | - | Jun 14, 2026 | |
Psycho Crab In-game content art | Some of the more outlandish in-game visual assets were generated using AI. | Walugus Grudenburg | - | Jun 14, 2026 | |
时空·无界 ST UNLIMITED In-game content audio | The music in the game is assisted by artificial intelligence | SHIFISH | - | Jun 14, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Mercy's Edge In-game content art | I'm not an artist, I used generative ai to help make the art for the game | Pieter Barone | - | Jun 13, 2026 | |
九州仙侠录 - Chronicles Of Jiuzhou In-game content art | This game does not contain any real-time generative AI features. Some game assets, including but not limited to animation effects, videos, card effects, and similar materials, were created with the assistance of AI. | Firefly Game | - | Jun 13, 2026 | |
彼岸归途 In-game content art | We will use AI-generated marketing images for our promotional visuals. These will be applied in the following locations: the main promotional banner, vertical promotional banner, library promotional banner, library profile image, and library homepage image on the store page. The original materials are self-created and will be processed with AI for subsequent use. The game includes some UI icons /3D Asset that were initially generated by AI and subsequently edited manually for further application. | Filet Studio | - | Jun 13, 2026 | |
Funk&Fortune Dev only code | Some of the games code has been generated by AI. | Simon W. Rasmussen | - | Jun 13, 2026 | |
Australian Federation In-game content art | Select visual elements created with the help of AI tools. | Diverse Interactive | - | Jun 13, 2026 | |
Mining Miner In-game content arttext | AI tools helped making some textures and part of the translations. The game itself runs no AI: nothing is generated while you play, and it never connects to an online service. | Skollheim | - | Jun 12, 2026 | |
Network Engineer In-game content text | Network Engineer leverages generative artificial intelligence to enhance gameplay immersion and realism. AI-driven systems dynamically simulate customer behavior, hardware issues, and environmental challenges, creating unique scenarios and ensuring no two playthroughs are alike. Your feedback will help refine these systems!
Some assets within the game are generated with the help of AI, this includes but is not limited to:
- Contracts (Company Names, Locations etc.)
- Hardware Names (For the networking device)
- Company Logos | Sector 7 | - | Jun 12, 2026 | |
ASCENDANT VEIL In-game content art | Some temporary placeholder visuals currently used in the game were created with the help of AI-assisted image generation tools. These assets are only used during early development and will gradually be replaced with original or professionally refined artwork. | Ascendant Veil Studios | - | Jun 12, 2026 | |
Brainrot Defender In-game content text | Some of this game's in-game text, including character dialogue and narrative/flavor writing was created with the help of generative AI tools during development, then reviewed and edited by the developer before release. The game's visual art is generated procedurally (algorithmically, not by AI). BrainRot Defender does not generate any content using AI in real time during gameplay, and does not connect to any external AI services. | SK Studio | - | Jun 12, 2026 | |
中国棋牌博物馆 In-game content art | Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes. | Yandra Studio | - | Jun 12, 2026 | |
Design Studio Simulator: Print Your Empire artaudio | Generative AI tools were used to create some assets
in this game, including capsule art, promotional
images, background music, and select NPC voice lines.
All AI-generated content is pre-rendered and included
as static game assets. No AI content is generated in
real time during gameplay, and the game does not
connect to external AI services while playing. | INKŌ Studio | - | Jun 12, 2026 | |
Dear President In-game content text | Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production. | SN Game Studio | - | Jun 12, 2026 | |
IDEA:20Q In-game content artcode | AI tools were used in the development of this game, including code generation and image creation. | OGA | - | Jun 12, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
Burgers To Go In-game content art | Some visual assets used in the game were created with the help of generative AI. This includes certain service icons, such as Express Delivery, some NPC purchase icons, such as Cook and Burger Maker, and some burger ingredient images. These AI-generated visuals are used as in-game UI/store assets and item icons. | ERMOON | - | Jun 12, 2026 | |
Finesse In-game content artaudiotext | Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game. | GamerFrame | - | Jun 12, 2026 | |
Buy High Sell Low Stock Trading Simulator Dev only textcode | AI was used during development as an assistant for coding and polishing written content. | Banyakarya | - | Jun 12, 2026 | |
SiegeBlock In-game content arttext | Generative AI was used as a development assistant for pre-release asset iteration, writing support, localization drafts, ideation and productivity tasks. Some visual assets and draft text/assets may have been assisted or iterated with generative AI before being reviewed and integrated into the game. This content is static and does not generate new content at runtime. The game does not use live generative AI to create content during gameplay. No player prompts are sent to an AI service at runtime. AI-assisted material is reviewed manually before inclusion. It is adjusted to match the game's style, naming, tone and technical requirements, and content that would be inappropriate, infringing or inconsistent with the project is not intentionally included. | Manuel Medina Cea | - | Jun 12, 2026 | |
The Black Ice In-game content audio | AI was used to develop some of the musical compositions. | RED CRAB GAMES | 135 | Jun 12, 2026 | |
Sea Walker Saga In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | 57 | Jun 12, 2026 |