Some assets in this work are AI-generated
- Creator
- Game_Artisan
- Reviews
- -
- Added
- Sep 30, 2026
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Some assets in this work are AI-generated
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists. The game has optional computer generated voice overs.
Pre-Generated: the music was generated with AI tools.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything. Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio. Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead. All artwork, writing and game design were made by the developer or bought as assets with licenses.
Parts of Frag Party's artwork and translated text were produced with generative AI tools. Artwork: the promotional key art that the store capsules are composed from, and a small number of static wallpaper images used as backdrops behind a few of the challenges. Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and Simplified Chinese). English is the original and was written by hand. Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments, animation, interface layout and audio. Nothing is generated while you play, and the game does not connect to any AI service.
AI was used to make some scripts and some voice lines
This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages.
This game was made with the help of generative AI. AI tools were used during development to create visual assets, sound and music, parts of the source code, and the translations of this page and the in-game text. Everything was chosen, edited and assembled by hand before release. Nothing is generated while you play — all content ships with the game.
The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
AI is used solely to assist with development, such as for some localization and the creation of internal tools. The game does not include any features that automatically generate content in real-time during gameplay.
AI assisted in the design of some game artwork
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.
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.
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.
Localisation was done through AI.
Generative AI was used to create sounds and materials in this game.
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.
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.
AI was used in developing game mechanics, primarily coding. Human reviewed code.
This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons. In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials.
Some promotional artwork for this game (such as the store capsule image) was created with the help of generative AI tools and then edited by hand. All in-game content — 3D models, animations, sound effects, interface and code — was created without generative AI. The game does not use AI during gameplay and does not connect to any external AI service.
AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play. Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources.
Artificial intelligence support has been utilized for technical and visual assets.
The main menu music is an AI generated version of an Australian classic. This can be toggled off.
All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay.
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI tools were used in the following areas of this game's development. ■ Visual assets Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets. ■ Music The background music was created using Suno, an AI music generation tool. ■ Voice assets The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta. ■ Text and translation Generative AI assisted with writing and translation for some in-game text and the store page description. ■ Program code AI coding assistance tools were used for part of the implementation work. ■ Other assets Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License. ■ No live generation All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay.
Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI. Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
The text on the store page was translated using generative AI.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
IA used for marketing.
Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service.
Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Some of this game's user-interface text, its Korean, English, Japanese and Simplified Chinese translations, parts of this store page, and the on-screen text in the trailer were written with the assistance of generative AI tools, then reviewed and edited by the developer. All 3D models, user-interface art and sound effects are licensed from commercial asset stores. All artwork made for this game, including the app icon, store art and trailer, is rendered or captured from the game itself rather than produced by an image- or video-generation model. The game does not generate any content at runtime and does not connect to any AI service during play.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code.
AI was used only for localization from English to other languages.
Some artwork, promotional images, text, and translations were created with AI assistance.
Generative AI tools were used to assist with programming and debugging, and to create some occasional textures.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play.
This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
FRIENDSHIP ENDING MAZE In-game content | Some assets in this work are AI-generated | Game_Artisan | - | Sep 30, 2026 | |
JYSTICE In-game content artaudio | During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs. | 10tons Ltd | - | Sep 30, 2026 | |
Dirt Ruckus In-game content audio | Pre-Generated: the music was generated with AI tools. | PapaBazar Games | - | Sep 30, 2026 | |
Psst! Live AI audiotext | Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses. | Teeny Tiny Games | - | Sep 30, 2026 | |
Frag Party In-game content arttext | Parts of Frag Party's artwork and translated text were produced with generative AI tools.
Artwork: the promotional key art that the store capsules are composed from, and a small number of
static wallpaper images used as backdrops behind a few of the challenges.
Text: the non-English interface translations (Spanish, French, Portuguese, Russian, Arabic and
Simplified Chinese). English is the original and was written by hand.
Everything else is human-made: all gameplay and code, the 3D characters, weapons and environments,
animation, interface layout and audio. Nothing is generated while you play, and the game does not
connect to any AI service. | Mena Games | - | Sep 30, 2026 | |
Biden Blast In-game content codeaudio | AI was used to make some scripts and some voice lines | B.B.B.Games | - | Sep 30, 2026 | |
Happy Chain Friends In-game content artaudiotext | This game uses generative AI to assist in creating visual and audio assets, and in translating and localizing in-game text into multiple languages. | TheGameIsDifficult Studio | - | Sep 30, 2026 | |
Puzzle Together In-game content artaudiocodetext | This game was made with the help of generative AI.
AI tools were used during development to create visual assets, sound and music, parts
of the source code, and the translations of this page and the in-game text. Everything
was chosen, edited and assembled by hand before release.
Nothing is generated while you play — all content ships with the game. | Cozy Tech INC | - | Sep 30, 2026 | |
Three Nights: Moonfall In-game content arttext | The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play. | Diay Games | - | Sep 30, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
俺たちのボトルフリップ : Flip or Fade In-game content text | AI is used solely to assist with development, such as for some localization and the creation of internal tools.
The game does not include any features that automatically generate content in real-time during gameplay. | Unagi Tech | - | Sep 29, 2026 | |
Everything Must Go! In-game content art | AI assisted in the design of some game artwork | WU QIUDONG | - | 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 | |
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 | |
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 | |
Hurl In-game content text | Localisation was done through AI. | Kiss A Fish | - | Sep 28, 2026 | |
MECCHA LIAR In-game content audioart | Generative AI was used to create sounds and materials in this game. | HEXIT | - | 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 | |
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 | |
Not Musical Chairs Dev only code | AI was used in developing game mechanics, primarily coding. Human reviewed code. | CCG | - | Sep 28, 2026 | |
Suspencil Live AI audioarttext | This game uses generative AI for the translations into all languages other than Japanese, the background music and some sound effects, and some of the artwork and icons.
In the Comeback Challenge, an external AI service is used to judge whether an answer correctly names the prompt. The only player data sent to the AI is the text of the answer, and only a correct/incorrect result is returned. The AI does not generate or display any text or images during gameplay. | KUROKIRI GAMES | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
Scope Creep In-game content text | The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service. | NAMEMYZ | - | Sep 27, 2026 | |
Spirits: Wake Up! Store/marketing art | A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate. This use of AI is limited strictly to marketing materials. | DodoModo | - | Sep 27, 2026 | |
Court of Lies art | Some promotional artwork for this game (such as the store capsule image)
was created with the help of generative AI tools and then edited by hand.
All in-game content — 3D models, animations, sound effects, interface and
code — was created without generative AI. The game does not use AI during
gameplay and does not connect to any external AI service. | TAMGA Games | - | Sep 27, 2026 | |
MEGA TAG PANIC In-game content artaudiotext | AI was used for three things only: the first draft of the character models, the two main-menu music tracks, and the game and studio logos. No AI runs while you play.
Everything you actually play was designed, built and balanced by the developer: the growing-tagger rule and the charged slap at the heart of the game; 6 game modes; 12 maps that each play by their own rules — a rolling ship, a flooding water tower, an arena that collapses ring by ring, lava that launches you skyward; 10 characters with 10 distinct powers, tuned one by one; bots with three difficulty levels that make the game fully playable solo; 2–10 player online play; a level and shop progression; match photos, match history and replays; and a 15-language localization. The character models were then hand-edited, rigged, height-matched and animated by the developer. The trailer and all screenshots are real gameplay. Sound effects and fonts come from CC0 / open-licensed sources. | Big Dot Games | - | Sep 27, 2026 | |
Kamira In-game content art | Artificial intelligence support has been utilized for technical and visual assets. | Daymark Studio | - | Sep 27, 2026 | |
Marco, Polo, SHOTGUN! In-game content audio | The main menu music is an AI generated version of an Australian classic. This can be toggled off. | Red Dave | - | Sep 27, 2026 | |
Ostfriesland Games In-game content audioart | All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay. | m01n studios | - | Sep 27, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | Sep 26, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Mischief! Magic Poker & More In-game content artaudiotextcode | Generative AI tools were used in the following areas of this game's development.
■ Visual assets
Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets.
■ Music
The background music was created using Suno, an AI music generation tool.
■ Voice assets
The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta.
■ Text and translation
Generative AI assisted with writing and translation for some in-game text and the store page description.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Other assets
Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License.
■ No live generation
All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay. | Miyadaiku | - | Sep 25, 2026 | |
Courier Chaos In-game content arttext | Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI.
Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ. | J Games | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Pixel Party Program In-game content text | The text on the store page was translated using generative AI. | tdhr | - | Sep 25, 2026 | |
Maybe Hero In-game content text | Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime. | Stormy Games | - | Sep 25, 2026 | |
Maverick Combat Store/marketing | IA used for marketing. | Araplay Studio | - | Sep 25, 2026 | |
SLING CITY In-game content artaudio | Some cosmetic artwork and icons, and the original music soundtrack, were created with generative AI tools during development. These assets are pre-generated. The game does not generate AI content during gameplay or connect to an AI service. | Trago LLC | - | Sep 25, 2026 | |
Hide and Hiss Dev only code | Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game. | LastTower | - | Sep 25, 2026 | |
City Walker Store/marketing text | Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play. | Prado Games | - | Sep 25, 2026 | |
Squish & Seek textartaudio | Some of this game's user-interface text, its Korean, English, Japanese and
Simplified Chinese translations, parts of this store page, and the on-screen text
in the trailer were written with the assistance of generative AI tools, then
reviewed and edited by the developer.
All 3D models, user-interface art and sound effects are licensed from commercial
asset stores. All artwork made for this game, including the app icon, store art
and trailer, is rendered or captured from the game itself rather than produced by
an image- or video-generation model. The game does not generate any content at
runtime and does not connect to any AI service during play. | Zukunft | - | Sep 25, 2026 | |
Who Pressed It?! In-game content artaudio | Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time. | Velora Studio | - | Sep 25, 2026 | |
Wormhole-in-One In-game content audioarttext | Generative AI tools were used to help create some pre-made sound effects and marketing materials, including store-page text and promotional artwork. These are fixed assets prepared during development. The game does not generate AI content during gameplay; its random holes and boundaries are created by procedural game code. | Keep Making Games | - | Sep 25, 2026 | |
BOTCLOPS In-game content text | AI was used only for localization from English to other languages. | KytanDev | - | Sep 25, 2026 | |
VOICES LIE In-game content arttext | Some artwork, promotional images, text, and translations were created with AI assistance. | Origin Echo | - | Sep 25, 2026 | |
Drunk Golf In-game content artcode | Generative AI tools were used to assist with programming and debugging, and to create some occasional textures. | Thnked | - | Sep 24, 2026 | |
JIGOKU YUGI: Only The Last Gambler Standing Returns to Life In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 24, 2026 | |
Get Off My Trailer! In-game content arttext | We use generative AI tools during development to create art assets, textures, and translations for this game. AI-generated material may also appear in our store page assets and marketing materials. All AI-generated content is reviewed and edited by our team before it ships. The game does not generate any content with AI while you play. | Plotrick | - | Sep 24, 2026 | |
KANKERI: Can Kick Clash In-game content audioart | This game uses AI-generated assets created during development. Sound effects (footsteps, can kicks, gunshots, explosions, etc.) were generated with AI and selected and adjusted by the developer. Background art (textures for the ground, walls, distant scenery, clouds, trees and waterside details) was generated with AI and processed by the developer (desaturated, cropped and recolored in-game). Characters, the can, weapons, UI and music are not AI-generated. The game does not generate any content with AI while running. | IT MONOZUKURI K.K. | - | Sep 24, 2026 |