AI-generated content is used for artwork, sound, and coding assistance.
- Creator
- MIKAGE STUDIO.
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 26,454 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-generated content is used for artwork, sound, and coding assistance.
Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style. The illustrated story scenes and the music in the trailer were also created with AI-assisted tools. The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs.
Game text translations and parts of the store page and marketing text were created with AI assistance. All art, music and sound effects are made without generative AI.
Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay.
Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay.
Generative AI was used to assist in creating some game assets, like certain sound effects, music, and textures.
Use artificial intelligence for English localization and to assist with creating image assets.
AI Generated Content Disclosure The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay. Music: The in-game music was produced using Suno, an AI music-generation tool. Art: Some visual assets were created with the assistance of AI image-generation tools. Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging. All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game.
Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance.
Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation.
- Assistance with music creation. - Localization into English, French, Spanish, and German.
Most in-game 2D artwork (jelly bodies, toppings, bombs, sugar crystals, backgrounds, ramps, surface textures) was created with AI image generation (ChatGPT) and then cut out, recolored and animated in code. Facial expressions, effects and UI are drawn or generated by game code, not by AI. The app icon and store capsule images are built from the game's own screenshots and the AI-assisted artwork above. Music and sound effects are synthesized procedurally by the game's code; no AI-generated audio is shipped. Translations into languages other than Korean and English (Japanese, Chinese, Russian, Arabic, Spanish, French, Italian, German, Portuguese) were produced with AI assistance. All AI-assisted images were selected, edited and integrated by the developer. No content is generated by AI while you play.
Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running.
Like many small studios, we used AI tools to make Pawnbroke's pixel art and store images; most sprites were built pixel by pixel on the game's own grid rather than generated as images. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play.
Generative AI tools were used during development to assist in the creation of some pre-generated visual assets and promotional materials. All AI-assisted content is reviewed, selected, and integrated by the development team. The game does not use generative AI to create content during gameplay.
No generative AI models or services run during gameplay.
Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay.
AI tools were used in making this game.
AI tools were used during development to assist with writing and translating French and English text, creating branding artwork (including the logo, icon and splash screen), and producing some music. Promotional artwork and the voice-over in our gameplay overview videos also use AI-generated content. These assets were prepared in advance and integrated by the developers. The game does not generate AI content during gameplay.
The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs.
AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer.
AI was used to tailor store page descriptions and grammar correct.
Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay.
Generative AI was used to help write the Python code that generates the game's 3D models and synthesized sounds, and to assist with localization.
Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services.
Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game.
Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs.
Generative AI tools were used to create music and visual artwork, including store and promotional images. These assets were generated before release and selected by the developer. No AI content is generated during gameplay.
Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play.
The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play.
I enjoy code and music, yet I am terrible at art. Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay.
- (in some languages) In-game text - (in some languages) Steam store descriptions - Edited some images for the Steam Store
The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime.
Use for Cover Art and decorative Posters in Game.
All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans.
The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play.
Player portraits in the game were created using generative AI.
Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow. AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production. The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace.
Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay.
Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist. Text: The German and Italian localizations were made with AI translation.
Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer.
Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SLASH//SYNC In-game content artaudiocode | AI-generated content is used for artwork, sound, and coding assistance. | MIKAGE STUDIO. | - | Oct 12, 2026 | |
Convoy Inc. In-game content artaudiotext | Much of the artwork in Convoy Inc. was created with the help of AI image tools, including job and event scenes, driver portraits, truck and city illustrations, map decorations and parts of the interface art. Every image was selected, edited and composited by the developer to fit the game's vintage atlas style.
The illustrated story scenes and the music in the trailer were also created with AI-assisted tools.
The game's design, code, systems, map data and all written text were created by the developer. The game does not generate any AI content while it runs. | Erhan Yıldırım | - | Oct 12, 2026 | |
Bounty on Grandpa Store/marketing text | Game text translations and parts of the store page and marketing text were created with AI assistance. All art, music and sound effects are made without generative AI. | hakantrkmn | - | Oct 12, 2026 | |
Sorta High In-game content artaudio | Generative AI tools were used during development to create some of the game’s 2D artwork, 3D assets, and music, as well as Steam store artwork. These are pre-generated assets. The game does not generate AI content or connect to external AI services during gameplay. | Eldara Games | - | Oct 12, 2026 | |
Kingdom of Pieces In-game content art | Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay. | IAA Games | - | Oct 12, 2026 | |
Ajnabee 2 In-game content audioart | Generative AI was used to assist in creating some game assets, like certain sound effects, music, and textures. | Akshat Softwares | - | Oct 12, 2026 | |
Wuxing Realm In-game content textart | Use artificial intelligence for English localization and to assist with creating image assets. | 时间之轮 | - | Oct 12, 2026 | |
TRACE IT In-game content audioartcode | AI Generated Content Disclosure
The developers of LIGHT IT provide the following disclosure regarding the use of AI tools in the creation of this game. All AI-assisted content is pre-generated; the game does not generate any AI content live during gameplay.
Music: The in-game music was produced using Suno, an AI music-generation tool.
Art: Some visual assets were created with the assistance of AI image-generation tools.
Code: AI assistants were used to help brainstorm implementation ideas and to assist with debugging.
All AI-assisted content and code was reviewed, tested, and refined by the developer before being included in the final game. | HuntForge | - | Oct 12, 2026 | |
Highway-Formosa In-game content arttext | Generative AI was used during development to help create some in-game visual assets, store and promotional artwork, and store description text and translations. These materials were generated in advance. | Studio Bing-Huan | - | Oct 12, 2026 | |
HAZPIT In-game content arttextcode | Generative AI was used for UI icons, the intro video, and retouching of store capsule images. In-game 3D assets, characters and environments are licensed or hand-made, not AI-generated. AI was used as an assistive tool for code, text and translation. | Late Build | - | Oct 12, 2026 | |
PrankzPlz! In-game content audiotext | - Assistance with music creation.
- Localization into English, French, Spanish, and German. | Long Journey Team | - | Oct 12, 2026 | |
Pop! Jelly PangPang In-game content arttext | Most in-game 2D artwork (jelly bodies, toppings, bombs, sugar crystals, backgrounds, ramps, surface textures) was created with AI image generation (ChatGPT) and then cut out, recolored and animated in code. Facial expressions, effects and UI are drawn or generated by game code, not by AI. The app icon and store capsule images are built from the game's own screenshots and the AI-assisted artwork above. Music and sound effects are synthesized procedurally by the game's code; no AI-generated audio is shipped. Translations into languages other than Korean and English (Japanese, Chinese, Russian, Arabic, Spanish, French, Italian, German, Portuguese) were produced with AI assistance. All AI-assisted images were selected, edited and integrated by the developer. No content is generated by AI while you play. | Jelly PangPang | - | Oct 12, 2026 | |
Joker's Wild In-game content artaudio | Some of the game's artwork (cards, bosses, mascot, icons) and music were initially created with generative AI tools, then reworked, edited and integrated by the developer. All code, game design, writing and balancing were made by the developer. No content is generated by AI while the game is running. | Haven Forge | - | Oct 12, 2026 | |
Pawnbroke In-game content arttext | Like many small studios, we used AI tools to make Pawnbroke's pixel art and store images; most sprites were built pixel by pixel on the game's own grid rather than generated as images. We wrote the English text ourselves and improved it with AI tools; the translations were made with AI. Music and sound effects come from human composers and licensed sound libraries. Screenshots and trailers show real gameplay. No AI runs while you play. | Kasperzack Games | - | Oct 12, 2026 | |
Gods & Liars Store/marketing art | Generative AI tools were used during development to assist in the creation of some pre-generated visual assets and promotional materials. All AI-assisted content is reviewed, selected, and integrated by the development team. The game does not use generative AI to create content during gameplay. | QARAMTA STUDIOS | - | Oct 12, 2026 | |
Plague Doctor: Apothecary general | No generative AI models or services run during gameplay. | PolyPixel Interactive | - | Oct 12, 2026 | |
Orbit Anglerz In-game content artaudiotext | Generative AI tools were used throughout this game's production pipeline, alongside traditional development tools and techniques, to speed up iteration and expand what our team can make. AI-assisted content that ships in the game includes 2D artwork, voice narration, sound effects, music and in-game text. Every asset in the final product was selected, reviewed, modified where appropriate, and integrated by the development team. No generative AI content is created during gameplay. | Big Velvet Games | - | Oct 12, 2026 | |
Lostwell Unclear | AI tools were used in making this game. | Claywire Games | - | Oct 12, 2026 | |
FranticFarWest In-game content textartaudio | AI tools were used during development to assist with writing and translating French and English text, creating branding artwork (including the logo, icon and splash screen), and producing some music. Promotional artwork and the voice-over in our gameplay overview videos also use AI-generated content. These assets were prepared in advance and integrated by the developers. The game does not generate AI content during gameplay. | Topsie Studio | - | Oct 12, 2026 | |
Blunderball In-game content audioart | The music was created with Suno and the logo lettering with an AI image tool (DeeVid); both were edited and are fixed assets in the game. The tutorial voice is text-to-speech. Nothing is generated while the game runs. | Foulplay | - | Oct 12, 2026 | |
2D Hates 3D In-game content artcode | AI tools helped during development with the concept mocks, UI layout drafts and the store artwork. All of it was directed, chosen and refined by the developer. The in-game sprites, characters, levels and game design are mixed of AI tools generated, others were hand-made or from licensed asset packs. Some code was written with an AI coding assistant and then reviewed and tested by the developer. | Hanzly Studio | - | Oct 12, 2026 | |
Burgerama Anomaly Store/marketing text | AI was used to tailor store page descriptions and grammar correct. | Mossy Games Studio | - | Oct 12, 2026 | |
SPECTR: Rekindle the World In-game content textcode | Generative AI tools were used to assist with code refactoring and with writing and translating text for the game and its store page. No content is generated using generative AI during gameplay. | Artificial Galka | - | Oct 12, 2026 | |
OUTIS In-game content codetext | Generative AI was used to help write the Python code that generates the game's 3D models and synthesized sounds, and to assist with localization. | OUTIS | - | Oct 12, 2026 | |
Yandra斗地主 In-game content artaudio | Some character avatars, application icons, store and library artwork, and fixed character voice lines were created with generative AI. The launch version uses local gameplay AI and prerecorded voice clips; it does not generate content during play or connect to external AI services. | Yandra Studio | - | Oct 12, 2026 | |
Boop Bay In-game content arttext | Boop Bay was made by its developer with the help of an AI assistant (Anthropic's Claude). The art (the vector drawings of the places and animals) was drawn by the AI as code and SVG under the developer's direction; no image-generation models were used. The on-screen text in languages other than English was translated with AI. Store page text was drafted with AI and edited by the developer. The animal and instrument sounds are public-domain (CC0) recordings made by people; the other sounds are synthesized by the game. | Jorge Montero Varela | - | Oct 12, 2026 | |
ASHEEPGAME In-game content audioarttext | Pre-generated content: Parts of the game were made with generative AI tools and then selected, edited and integrated by the developer: the soundtrack (made with Suno), interface icons and stickers, the painted world illustrations on the level cards and act screens, sound effects and the spoken sheep lines. Some in-game and store texts, including the English translation, were drafted with an AI assistant and edited by the developer. All 3D models, animations and levels are made by the developer's own tools. The game does not generate content with AI while it runs. | bakedbytes | - | Oct 12, 2026 | |
Autonomous System Zero In-game content artaudio | Generative AI tools were used to create music and visual artwork, including store and promotional images. These assets were generated before release and selected by the developer. No AI content is generated during gameplay. | OneManSprint | - | Oct 12, 2026 | |
Boomside In-game content art | Boomside's background artwork, including the title-screen city and the district backgrounds, was created with the help of generative AI image tools. The developer then selected, edited and integrated it into the game. The game does not use AI to generate any content while you play. | Hwantastic Games | - | Oct 12, 2026 | |
Dicebloom In-game content art | The game's art (plants, items, menu illustrations, store art) was made with the help of image generation tools and then edited and assembled by the developer. No AI content is generated while you play. | ArtemiZ | - | Oct 12, 2026 | |
Beast Hunt In-game content art | I enjoy code and music, yet I am terrible at art.
Therefore, generative AI was used during development to create some game artwork, including interface elements, achievements, and icons, and the Beast Hunt logo used in the game. The game does not generate AI content during gameplay. | Thundermagnet | - | Oct 12, 2026 | |
JANGDOK Delivery Store/marketing textart | - (in some languages) In-game text
- (in some languages) Steam store descriptions
- Edited some images for the Steam Store | Hoon Arcade | - | Oct 12, 2026 | |
Visa Quest In-game content arttextcode | The game's code, some in-game text (English/Turkish dialogue and UI) and some poster artwork were created with the help of generative AI and then reviewed and edited by the developer. The game does not generate any AI content at runtime. | pin.games | - | Oct 12, 2026 | |
SLASHER NIGHT In-game content art | Use for Cover Art and decorative Posters in Game. | N0N | - | Oct 12, 2026 | |
Roll Call: Hero League Manager In-game content artaudio | All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans. | Arada Games | - | Oct 12, 2026 | |
Reel to the Stars In-game content audiotext | The background music tracks were created with the help of generative AI, and the translated in-game text for some languages was produced with AI assistance. The game does not use AI while you play. | DGSTUDIO | - | Oct 12, 2026 | |
Floorball Manager In-game content art | Player portraits in the game were created using generative AI. | Windfall Lane Games | - | Oct 12, 2026 | |
Asteroid Watch Store/marketing art | Generative AI tools were used to assist with the creation and refinement of selected visual assets and promotional materials for Asteroid Watch. All AI-assisted content is reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and overall design. | Umit Canbolat | - | Oct 12, 2026 | |
Tidy Up Her Toys In-game content artaudiocode | AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process. | Volkan Kutlubay | - | Oct 12, 2026 | |
VINDARI In-game content audio | The ghost's voice lines, lullaby, screams, laughter and some sound effects were generated with AI audio tools (ElevenLabs). The store page description and the layout of the capsule art were prepared with the help of an AI assistant, using screenshots captured from the game. All 3D models, environments and animations are human-made assets licensed from the Fab marketplace. | DH | - | Oct 12, 2026 | |
Gnome Dome Dev only codetext | Generative AI was used as a development assistance tool during the creation of GNOME DOME, including help with gameplay logic, Unreal Engine/Blueprint development, debugging, writing, and concept development. All AI-assisted work was reviewed, edited, and implemented by the developer. Generative AI is not used to create content dynamically during gameplay. | TheHiddenRedPanda | - | Oct 12, 2026 | |
Shhh, IT! In-game content arttext | Artwork: cards, lobby illustrations and achievement icons were pregenerated with AI image tools and rewritten by hand. The visual style was reviewed and rewritten artist.
Text: The German and Italian localizations were made with AI translation. | dalerank | - | Oct 12, 2026 | |
Arctic Station Six In-game content artaudiotext | Art and sound within the game and trailer were created with the help of AI tools. In-game text was edited with AI assistance. All puzzles were hand-designed by the developer. | Three Feet Games | - | Oct 12, 2026 | |
Cheese Racers Live AI arttextcode | Cheese Racers is designed, directed and reviewed by a solo developer and built with an AI assistant, which wrote the code and drafted much of the text. The visuals (maps, cheese skins, crates) are drawn by that code as the game runs, not by AI image generators. No AI-generated music or voices, and nothing is generated by AI while you play. | CheeseSteak | - | Oct 12, 2026 | |
Clanker Buster In-game content artaudio | The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running. | CTE Gaming | - | Oct 12, 2026 | |
Opolution In-game content artaudiotext | Opolution includes AI-generated illustrations, video sequences and voice-over audio, as well as AI-assisted narrative text and translations. These assets are created in advance during development. No AI content is generated during gameplay, and the game does not connect to external AI services while you play. | Opownage Studios | - | Oct 12, 2026 | |
Ludus Magna In-game content arttext | Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running. | Ludus Magna | - | Oct 12, 2026 | |
Taverns of Aldermont In-game content arttextcode | The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running. | Hamre Games | - | Oct 12, 2026 | |
Server Cleanup: Night Shift In-game content art | Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence. | BigFish Studio | - | Oct 12, 2026 | |
厄瑞博斯征途 In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay. | Huhu Morningwind | - | Oct 12, 2026 |