1.Some scenes 2.promotional renderings。
- Creator
- Runeborn Studio
- Reviews
- -
- Added
- Sep 28, 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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1.Some scenes 2.promotional renderings。
Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay.
AI-generated content is used exclusively for promotional/store library imagery (e.g. store capsule and library artwork). No in-game assets — textures, models, environments, weapons, or character art used during gameplay — are AI-generated. All gameplay-facing art is sourced from licensed marketplace asset packs or created manually.
Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services.
Generative AI tool TRAE was used during development to assist in writing portions of the codebase. The visual elements presented in-game — including the target spheres, ground plane, and sky — are directly generated by this code. The generation logic for the ground texture was produced with TRAE and was reviewed and approved by the developer before shipping in the final build. All AI-assisted visual content has been reviewed by the developer to ensure it meets expectations and platform standards. This software does not include any live-generated AI content at runtime.
Generative AI is used only for translations in this game.
Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
All images in the game were generated by AI, as was the artwork on the Steam page.
AI Voice over
Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets. All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer.
Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer.
The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction. The assets were iteratively selected, composed, edited and reviewed for this project. Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist. No generative AI service runs during gameplay and players cannot submit prompts.
This game makes extensive use of generative AI during development to assist with visual, music, and written content, including background artwork, visual assets, game music, and discussion, revision, and polishing of the script. Generated content is reviewed, selected, edited, and integrated by the developer before being used in the game. The script, character settings, and overall creative direction are led by the developer and developed through an iterative collaboration with generative AI.
We used AI to generate artworks only. entire game mechanics, assets and other things are human made
Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time.
DEADLUCK V was created using generative AI, including its artwork, music, sound effects and written content. This content was generated during development. The game does not generate AI content or connect to AI services during gameplay.
Some code and textures were initially generated by AI and then manually revised and polished.
Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand. No AI-generated images, audio or text are included, and no content is generated by AI while the game is running.
Ai used to create the Steam page art and all the cards art in the game.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play.
This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI.
Some store and library capsule art was produced with image-generation tools (SDXL and a chat assistant) using our own in-game screenshots as the input image. The underlying game content -- models, textures, code, text -- is authored by us without generative AI. All generated art was reviewed by us before publication.
CHESS: ARCADE uses generative AI for its 2D artwork and for its music. The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build. The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original. Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model.
Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release.
Generative AI was used during development to create pre-generated visual assets for the game, including character artwork, card artwork, backgrounds, visual effects, textures, UI artwork, and promotional materials. All AI-generated content is reviewed and curated by the developer before being included in the game. The game does not use live generative AI during gameplay.
No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code. Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service.
One image in the game and some of the enemy voices were made using AI.
Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human.
AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Coding was done with help of generative artificial intelligence. Music was downloaded online from copyright free assets. Art was done by myself with some vfx done with help of generative artificial intelligence. All translations were done by AI, because I don't speak that many languages... I hope in future people can help me translate all these
some code and text translation used AI
All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing).
Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping. No content is generated by AI during gameplay.
Art design and gameplay assisted by AI
- AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender. All additional art is human-made: - Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store. - Steam capsule artwork is by @Camilieroart - Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library. - Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library.
Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay.
Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play.
Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic.
Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development.
We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer: - base 3D models for some buildings, props and characters, retouched by hand; - the music of the in-game radio; - the first draft of the translations; - some promotional artwork. Nothing is generated by AI while you play.
Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand. Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain. Nothing is generated while you play, and the game never talks to an AI service.
This game used generative AI for the game logo
Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led.
Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey.
Some background and minor graphics are done with AI. All translations are done with AI.
- Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Endless Valkyrie Unclear | 1.Some scenes
2.promotional renderings。 | Runeborn Studio | - | Sep 28, 2026 | |
Tindalos In-game content audio | Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay. | FFSKYChocobo | - | Sep 28, 2026 | |
GRID OPS art | AI-generated content is used exclusively for promotional/store
library imagery (e.g. store capsule and library artwork). No
in-game assets — textures, models, environments, weapons, or
character art used during gameplay — are AI-generated. All
gameplay-facing art is sourced from licensed marketplace asset
packs or created manually. | XYNDICATE | - | Sep 28, 2026 | |
Quiz Bang! In-game content artaudiotext | Generative AI tools were used during development to help create portions of the artwork and promotional imagery, prerecorded voice-over, and some game text and localization. These materials are prepared in advance. The game does not generate AI content during gameplay or connect to external generative AI services. | Joyolt Studio | - | Sep 28, 2026 | |
AimZen In-game content artcode | Generative AI tool TRAE was used during development to assist in writing portions of the codebase. The visual elements presented in-game — including the target spheres, ground plane, and sky — are directly generated by this code. The generation logic for the ground texture was produced with TRAE and was reviewed and approved by the developer before shipping in the final build. All AI-assisted visual content has been reviewed by the developer to ensure it meets expectations and platform standards. This software does not include any live-generated AI content at runtime. | JING YUN | - | Sep 28, 2026 | |
Just Pancake Simulator In-game content text | Generative AI is used only for translations in this game. | ovov games | - | Sep 28, 2026 | |
Postpartum | 산후조리원 In-game content arttext | Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Jayhyeon Studio | - | Sep 28, 2026 | |
Alien Applicant In-game content art | All images in the game were generated by AI, as was the artwork on the Steam page. | WizardSotyGames | - | Sep 28, 2026 | |
Love&Knights Solitaire In-game content audio | AI Voice over | DigiMight | - | Sep 28, 2026 | |
Locked In: The Ward In-game content arttextcode | Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets.
All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer. | GES Interactive | - | Sep 28, 2026 | |
Realm Protectors In-game content artaudiotext | Some of the game's content was created with the help of generative AI tools and then edited, cleaned up, rigged, animated and integrated by the developer. This includes 3D models of characters and enemies, 2D art such as ability icons, UI elements and some store page artwork, sound effects, and parts of the store page text. All gameplay, design, balance and final assembly were done by the developer. | slimevault | - | Sep 28, 2026 | |
Dungeon Cleared! In-game content arttext | The game contains pre-generated artwork and AI-assisted narrative/localization created during development under human direction.
The assets were iteratively selected, composed, edited and reviewed for this project.
Prompts requested generic original fantasy subjects and did not request existing characters, logos, or the imitation of a named living artist.
No generative AI service runs during gameplay and players cannot submit prompts. | Macs | - | Sep 28, 2026 | |
Seri & Yuka with my heart In-game content artaudiotext | This game makes extensive use of generative AI during development to assist with visual, music, and written content, including background artwork, visual assets, game music, and discussion, revision, and polishing of the script.
Generated content is reviewed, selected, edited, and integrated by the developer before being used in the game.
The script, character settings, and overall creative direction are led by the developer and developed through an iterative collaboration with generative AI. | Fire & Works company | - | Sep 28, 2026 | |
DEADLINE: LAST CHECKPOINT In-game content art | We used AI to generate artworks only. entire game mechanics, assets and other things are human made | Redcontroller Interactive | - | Sep 28, 2026 | |
Doughjo In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time. | Bill McFadden | - | Sep 28, 2026 | |
DEADLUCK V In-game content artaudiotext | DEADLUCK V was created using generative AI, including its artwork, music, sound effects and written content. This content was generated during development. The game does not generate AI content or connect to AI services during gameplay. | DEADLUCK publishing | - | Sep 28, 2026 | |
碎物魔塔:开局一只桶 In-game content artcode | Some code and textures were initially generated by AI and then manually revised and polished. | 散木 | - | Sep 28, 2026 | |
Keystone Quarry Dev only code | Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand.
No AI-generated images, audio or text are included, and no content is generated by AI while the game is running. | Impulsar Games | - | Sep 28, 2026 | |
EchoMon: Pack & Stack! In-game content art | Ai used to create the Steam page art and all the cards art in the game. | Binary Lunar | - | Sep 28, 2026 | |
City Contractor Dev only art | Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team. | Desoline transportation and tourism ltd | - | Sep 28, 2026 | |
数学谜题 In-game content art | Some 2D artwork used in this game (such as character and environment illustrations) was created or assisted with generative AI tools, then selected and edited by the developer for the final game. Gameplay systems, puzzles, and interactive logic were designed and implemented by the developer. The game does not use generative AI to create content in real time during play. | wzy | - | Sep 28, 2026 | |
战国七雄 In-game content arttext | Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay. | 纸上谈兵工作室 | - | Sep 28, 2026 | |
Beach Volleyball Empire In-game content artaudio | Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play. | Bean & Label | - | Sep 28, 2026 | |
Music Maniaz In-game content artaudio | This game includes assets created with generative AI during development (official music, song artwork, and drum animations). Nothing is generated while you play, and the game does not connect to an AI service at runtime. Players cannot send prompts to any AI. | Maniaz | - | Sep 28, 2026 | |
Dealer's Tell: All Bets Are Final Store/marketing art | Some store and library capsule art was produced with image-generation tools
(SDXL and a chat assistant) using our own in-game screenshots as the input
image. The underlying game content -- models, textures, code, text -- is
authored by us without generative AI. All generated art was reviewed by us
before publication. | MistaNonik | - | Sep 28, 2026 | |
Chess:Arcade In-game content artaudio | CHESS: ARCADE uses generative AI for its 2D artwork and for its music.
The illustrated assets — move callouts, effect overlays, chess piece sets, UI plates, the title graphic and the game icon — were generated with GPT Image 2 from prompts we wrote and iterated on ourselves. Every generated image then goes through our own import pipeline (trim, alpha normalisation, correction onto the game's fixed palette, downscale), is reviewed in the running game by hand, and is reworked or discarded when it misses. All of it ships as fixed image files inside the build.
The soundtrack was composed with generative AI: the melodies, harmony and arrangements were written with AI assistance, then reviewed, edited and mixed by hand. The game ships no audio files and uses no AI audio model — the score exists as note data that the game's own synthesiser renders procedurally at first launch. Twelve of the tracks are arrangements of public-domain classical themes; the rest are original.
Nothing is generated while you play, and the game never connects to an AI service. The opponent is a classical alpha-beta chess engine with a hand-written evaluation and opening book, and the puzzles come from the public Lichess puzzle database, verified against that engine. No player input, game data or personal data is ever sent to an AI model. | Knurzel | - | Sep 28, 2026 | |
Too Many Cats in the Plant Shop! Store/marketing art | Some promotional images on the store page were generated with AI and are used only to represent the game’s overall mood and visual direction. They may not fully reflect the final in-game content. The game’s visuals, gameplay, and assets are still in development and may change before release. | Aliu | - | Sep 28, 2026 | |
Oath of Stigmata In-game content art | Generative AI was used during development to create pre-generated visual assets for the game, including character artwork, card artwork, backgrounds, visual effects, textures, UI artwork, and promotional materials.
All AI-generated content is reviewed and curated by the developer before being included in the game.
The game does not use live generative AI during gameplay. | LI SHUANG | - | Sep 28, 2026 | |
DEAD TIME In-game content text | No art or audio in DEAD TIME is AI-generated: the music and sound effects are CC0 files from Freesound and Kenney, the characters and animations come from Adobe Mixamo, and every set, prop and the logo itself are drawn procedurally by the game's own code.
Generative AI was used as a writing assistant for text: the host's lines, the rules manual, the interface strings, their translation into the game's 12 languages, and this store description. Nothing is generated while you play, and the game never connects to an AI service. | Sheep Arcade | - | Sep 28, 2026 | |
Winter War In-game content artaudio | One image in the game and some of the enemy voices were made using AI. | TK | - | Sep 28, 2026 | |
STARZ.PEG In-game content artcode | Generative AI helped create/edit art assets and assisted with writing code. All game development and art direction choices were made by a human. | Loop Logic | - | Sep 28, 2026 | |
Chair Chase In-game content audio | AI tools were used as supportive tools during the development process, including assistance with code, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Sep 28, 2026 | |
Ruin Upon Ruin In-game content artaudiotext | Coding was done with help of generative artificial intelligence. Music was downloaded online from copyright free assets. Art was done by myself with some vfx done with help of generative artificial intelligence.
All translations were done by AI, because I don't speak that many languages... I hope in future people can help me translate all these | Hobbyist Moon | - | Sep 28, 2026 | |
Void and Fighter In-game content codetext | some code and text translation used AI | Never Knows Game | - | Sep 28, 2026 | |
Spaceport Architect Dev only code | All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing). | Djentsoft | - | Sep 28, 2026 | |
Pedal Pedal Pedal Store/marketing arttext | Generative AI tools were used to assist in creating some of this game's artwork and store page imagery, and to assist with translating its text into the supported languages. All translations were reviewed before shipping.
No content is generated by AI during gameplay. | Downward Dog Games | - | Sep 28, 2026 | |
Nekomancer In-game content arttext | Art design and gameplay assisted by AI | Company Named | - | Sep 28, 2026 | |
Post Apocalyptic Gas Station (PAGS) Dev only art | - AI is used to help write scripts that create or modify some 3D models. In addition to creating many, I also personally refine and finish all models in Blender.
All additional art is human-made:
- Artwork: Created by me and my niece, with some icons licensed from the Unity Asset Store.
- Steam capsule artwork is by @Camilieroart
- Sound effects were created by myself and Kris McNaney, with additional sounds licensed from Uppbeat’s human-made library.
- Original music by Kris McNaney, with additional tracks licensed from Uppbeat’s human-made library. | BearDog Games | - | Sep 28, 2026 | |
Hide & Swipe Store/marketing codeart | Generative AI tools were used during development to help write portions of the game's code and create some UI elements and store promotional materials. These materials were created before release. The game does not generate content with AI during gameplay. | AWeekGame | - | Sep 28, 2026 | |
Don't Let Him Cook In-game content artaudiotext | Some visual, audio and written content was created with the help of AI tools and then reworked and finalized by the developer. Nothing is generated while you play. | @games | - | Sep 28, 2026 | |
Rampartloom: PvP Tower Defense In-game content artaudio | Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic. | Mumin Bayar | - | Sep 28, 2026 | |
开缸大吉 In-game content arttext | Generative AI was used to create art assets and assist with localization text. These assets and translations are prepared during development. | Wuhan Wind Tunnel Network Technology Co., Ltd. | - | Sep 28, 2026 | |
Real Zombie Survivors In-game content arttext | We used artificial intelligence to reduce production costs, i.e. localization and the creation of some graphics. | GAMIKE | - | Sep 28, 2026 | |
Camping Resort Simulator In-game content artaudiotext | Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play. | Cottondream Studios | - | Sep 28, 2026 | |
MoonDoku In-game content artaudio | Some of MoonDoku's art and audio was made with generative AI tools while I built the game: the animated world backdrops, the MoonDoku FM music, a few sound effects, parts of the store and icon art, and a handful of smaller in-game images. I directed, edited, and composited all of it by hand.
Everything else is made without generative AI. The puzzles come from my own deterministic generator, the cat is a commissioned 3D model I animated in Blender, and the game design & layout are directly from my brain.
Nothing is generated while you play, and the game never talks to an AI service. | Altamont Interactive | - | Sep 28, 2026 | |
Blocks vs. Monsters Store/marketing art | This game used generative AI for the game logo | Overflow Interactive | - | Sep 28, 2026 | |
Soap Soup Tycoon Dev only art | Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led. | Cosnyx Studios | - | Sep 28, 2026 | |
中国式青训 In-game content art | Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey. | JZHL | - | Sep 28, 2026 | |
Adventures of Mack In-game content arttext | Some background and minor graphics are done with AI. All translations are done with AI. | Armand Tyberiusz Molinski | - | Sep 28, 2026 | |
AQUA FALL In-game content text | - Localization (translation) of in-game text from the original Japanese into [English, Chinese, etc.]The original Japanese text was written by the developer without AI. All AI-generated translations were reviewed and adjusted by the developer before being included in the game. If you find any translation issues, please let us know via the Steam discussions. | tatsumaki games | - | Sep 28, 2026 |