Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI.
- Creator
- Mehmet Sefa KARATAŞ
- Reviews
- -
- Added
- Jul 25, 2026
Public Steam disclosure research 25,376 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.
Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI.
We use AI only for English Voiceover. It was trained exclusively on the voices of our Ukrainian voice actors. We do not use AI for final art or music. Everything in the game is handcrafted by real people. Check game Credits.
None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing. Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine.
This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish.
During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets. However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences!
Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting. AI helped me bring my dream game to life, writing code and generating game assets. The game itself uses no generative AI within.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
AI for Partial code generation,Language translation and promotional images
Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime.
Some images are generated using AI
The game contains localizations generated by artificial intelligence.
This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay.
I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related
This game uses generative artificial intelligence to create dynamic content during gameplay. AI systems may generate political advice, news articles, speeches, social media posts, events, narrative responses, and other text-based content based on player actions and the current game state. AI-generated content is intended to enhance replayability and create unique gameplay experiences. Some store, library, and character artwork was created with the assistance of generative AI image tools.
This game uses generative AI during development to assist in creating and refining certain content, including artwork, text, dialogue, and other game assets. All AI-generated content has been reviewed, edited, and approved by the development team before being included in the game. The game does not generate AI content during gameplay.
The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout.
Some of the art, music, and voice assets that ship with this game were created with the help of generative AI tools during development, then curated, ▎ edited, and assembled by the developer. This includes character and mascot art, background and scene art, UI and logo imagery, background music tracks, ▎ and in-game voice lines. The game does not generate any AI content live at runtime. All AI-assisted assets were reviewed before inclusion, and we do not ▎ knowingly ship content that infringes third-party intellectual property.
The NPCs in the game integrate AI decision-making and dialogue functions.
Yes. Geoplanetical is a solo project, just me. I use generative AI in a few places. It helps me translate the game and this Steam page into other languages, though I check every translation myself. It also helps me research and format the game's real world starting data, which comes from public sources like the World Bank, the IMF and Natural Earth, and I verify all of that data myself too. The character portraits, around 60,000 of them, are generated with AI. The promotional images and text on this store page were made with AI as well. That's it. Nothing else in the game uses generative AI, and none of it runs while you play. If you want to know where the rest of the game's content comes from, like the real world datasets, the hand made assets and the Creative Commons icons, it's all documented in the About section inside the game.
AI has been used to refine the game balance, produce the graphics and the code for Conglomerate. As a solo indie dev, AI is used to bounce ideas and support the game development, replicating having a development partner.
Some sound effects and models were created with the assistance of AI tools.
Generative AI was used to assist with the creation of some terrain textures, localization, and a limited number of icons.
Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me.
The English version of the game was translated by artificial intelligence.
Generative AI is used for the marketing material
Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude).
This game uses AI-generated images for some of its 2D artwork, character scenes, and store page visuals. All AI-generated content is reviewed, edited, and curated by our team to fit the game's historical setting. The game's design, writing, story, and code are created by human developers.
We developed the game with AI assistance for graphics, coding, and music. All AI assets are pre-rendered and static.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated): Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay.
AI tools are used to generate backgrounds, props, music and voices. The writing, however, is entirely done by a human person (yours truly).
Some of the visual assets in Iron Ledger, including the game icon and splash/menu artwork, were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed and curated by the developer. No AI-generated content is produced live during gameplay.
Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay.
Select visual elements created with the help of AI tools.
Some visual and audio assets in this game were created with the assistance of generative AI tools and then reviewed, edited, and curated by the developer. The game does not use live generative AI during gameplay and does not generate content from player input.
Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style. During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers.
AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content.
Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
Some character avatars have been generated, created, or designed with the assistance artificial intelligence.
The sole background image in the game is AI-generated.
Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement. Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay.
Clairval uses AI in the following limited ways: 1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations. 2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in). Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server.
Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content. AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review. All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer.
AI-Assisted Production
AI Used for the art work in this game.
The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM).
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ruler of Empires In-game content art | Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI. | Mehmet Sefa KARATAŞ | - | Jul 25, 2026 | |
Ministry of Truth: False Memory In-game content audio | We use AI only for English Voiceover. It was trained exclusively on the voices of our Ukrainian voice actors.
We do not use AI for final art or music. Everything in the game is handcrafted by real people. Check game Credits. | IKKOSAMA | 43 | Jul 25, 2026 | |
The Mandate Live AI textcode | None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing.
Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine. | SyntiaGames | - | Jul 23, 2026 | |
Miranza Futebol Clube In-game content art | This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish. | Porto Inc. | - | Jul 22, 2026 | |
崇祯直聘:明末官场沉浮模拟器 In-game content textartaudio | During development, AI tools were used to assist in polishing select text descriptions, as well as providing technical support for some of the character art and music assets.
However, the core narrative, setting, and gameplay systems are 100% original, conceived and designed entirely by our team. We wanted to share this with complete transparency and genuinely thank you for your understanding and support. We welcome you to enjoy the game based on your own preferences! | Pyacark | - | Jul 20, 2026 | |
Spirit of Europe - Enlightenment In-game content arttext | Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay. | Predict Edumedia | - | Jul 18, 2026 | |
MA 3 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 17, 2026 | |
Gridiron Grit: Pro Football Dynasty Simulator In-game content codeart | GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within. | MajorVidya | - | Jul 17, 2026 | |
MA 2 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 16, 2026 | |
六世余烈 In-game content codetextart | AI for Partial code generation,Language translation and promotional images | 疯狗工作室 | - | Jul 16, 2026 | |
Concord Quarter In-game content artaudiotext | Some of this game's assets were produced with the help of generative AI during development: 2D art and illustrations, background music and sound effects, and machine-assisted translation of the in-game text into additional languages. All such assets were reviewed by the developer and are included as fixed content. No content is generated at runtime. | Morass | - | Jul 15, 2026 | |
Reforge Eden: Overlord Unclear art | Some images are generated using AI | Scherzo Games | - | Jul 15, 2026 | |
Nations In-game content text | The game contains localizations generated by artificial intelligence. | Krzysztof Steiner | 120 | Jul 9, 2026 | |
Market Panic In-game content text | This game uses generative AI-assisted development for some fictional market event text, achievement/icon concepts, interface copy, and marketing/store text. All AI-assisted content is pre-generated, reviewed, edited, and included by the developer. The game does not generate AI content live during gameplay. | Pixiliated | - | Jul 8, 2026 | |
Line Go Up Store/marketing art | I took human-made photographs, edited them by hand, then used AI to apply a consistent art style among them in batches so they all look thematically related | Daniel Cazzaniga | - | Jul 8, 2026 | |
POTUS Election Sim Live AI textart | This game uses generative artificial intelligence to create dynamic content during gameplay. AI systems may generate political advice, news articles, speeches, social media posts, events, narrative responses, and other text-based content based on player actions and the current game state. AI-generated content is intended to enhance replayability and create unique gameplay experiences. Some store, library, and character artwork was created with the assistance of generative AI image tools. | Dackers Studios | 43 | Jul 7, 2026 | |
Baron Local In-game content arttext | This game uses generative AI during development to assist in creating and refining certain content, including artwork, text, dialogue, and other game assets. All AI-generated content has been reviewed, edited, and approved by the development team before being included in the game. The game does not generate AI content during gameplay. | Robert Ghira | - | Jul 6, 2026 | |
Chongzhen Simulator Live AI text | The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout. | ZHANG HANLIANG | - | Jul 6, 2026 | |
TwizGame In-game content artaudiotext | Some of the art, music, and voice assets that ship with this game were created with the help of generative AI tools during development, then curated,
▎ edited, and assembled by the developer. This includes character and mascot art, background and scene art, UI and logo imagery, background music tracks,
▎ and in-game voice lines. The game does not generate any AI content live at runtime. All AI-assisted assets were reviewed before inclusion, and we do not
▎ knowingly ship content that infringes third-party intellectual property. | YaBoyTwiz | - | Jul 4, 2026 | |
三国耕战奇缘 Live AI text | The NPCs in the game integrate AI decision-making and dialogue functions. | 星游互动·重庆 | - | Jul 4, 2026 | |
Geoplanetical In-game content arttext | Yes. Geoplanetical is a solo project, just me. I use generative AI in a few places. It helps me translate the game and this Steam page into other languages, though I check every translation myself. It also helps me research and format the game's real world starting data, which comes from public sources like the World Bank, the IMF and Natural Earth, and I verify all of that data myself too. The character portraits, around 60,000 of them, are generated with AI. The promotional images and text on this store page were made with AI as well. That's it. Nothing else in the game uses generative AI, and none of it runs while you play. If you want to know where the rest of the game's content comes from, like the real world datasets, the hand made assets and the Creative Commons icons, it's all documented in the About section inside the game. | Polytale Games | - | Jul 1, 2026 | |
Conglomerate In-game content artcode | AI has been used to refine the game balance, produce the graphics and the code for Conglomerate. As a solo indie dev, AI is used to bounce ideas and support the game development, replicating having a development partner. | Pale Ember Games | - | Jul 1, 2026 | |
Ravengate: The King’s Last March In-game content audioart | Some sound effects and models were created with the assistance of AI tools. | Ravengate Games | - | Jun 28, 2026 | |
STATO In-game content arttext | Generative AI was used to assist with the creation of some terrain textures, localization, and a limited number of icons. | Scassius Systems | - | Jun 28, 2026 | |
O Último Brasileiro In-game content audio | Some background sound effects and ambient audio clips used in the game were sourced from Pixabay, where they were flagged as AI-generated by their respective creators. No graphics, code, or core gameplay elements were generated by AI; all other assets were developed entirely by me. | Estúdio Coração | - | Jun 28, 2026 | |
The Exchange Manager In-game content text | The English version of the game was translated by artificial intelligence. | The Black Swan | - | Jun 28, 2026 | |
Crimson Monarch Store/marketing arttext | Generative AI is used for the marketing material | Miuze | - | Jun 28, 2026 | |
ΠΟΛΙΣ — Athens In-game content artcode | Generative AI (OpenAI ChatGPT) was used to create the title/boot key art and the 20 achievement badge icons. The game's code — which procedurally generates the city, UI and synthesized music — was written with AI coding assistance (Anthropic Claude). | Ginkgo | - | Jun 28, 2026 | |
KADI: Ottoman Judge art | This game uses AI-generated images for some of its 2D artwork, character
scenes, and store page visuals. All AI-generated content is reviewed, edited,
and curated by our team to fit the game's historical setting. The game's
design, writing, story, and code are created by human developers. | Shift Game | - | Jun 28, 2026 | |
Orbital Checkpoint In-game content artcodeaudio | We developed the game with AI assistance for graphics, coding, and music. All AI assets are pre-rendered and static. | VitalGrid Games | - | Jun 27, 2026 | |
GodWright In-game content text | Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated. | Jace Sleeman | - | Jun 27, 2026 | |
Tea Heaven In-game content artcode | AI tools were used to assist with the creation of some visual assets and for code development assistance. Any AI-assisted visual content included in Tea Heaven was reviewed, edited, and integrated by the developer. AI-assisted code suggestions were manually reviewed and modified before implementation. The game does not use live generative AI during gameplay. | gold treasure | - | Jun 27, 2026 | |
In the Hot Seat In-game content artaudiotext | AI tools are used to generate backgrounds, props, music and voices.
The writing, however, is entirely done by a human person (yours truly). | Sanuk Games | - | Jun 16, 2026 | |
Iron Ledger In-game content art | Some of the visual assets in Iron Ledger, including the game icon and splash/menu artwork, were created with the assistance of generative AI image tools. All AI-assisted assets were reviewed and curated by the developer. No AI-generated content is produced live during gameplay. | Comfort Sibanda | - | Jun 16, 2026 | |
Way of the Wind In-game content arttext | Some game assets and content were created with the assistance of generative AI tools during development. AI-assisted content was reviewed, curated, edited, and integrated into the final game by the developer. Generative AI is not used to create content during gameplay. | WastedWaffle | - | Jun 16, 2026 | |
Australian Federation In-game content art | Select visual elements created with the help of AI tools. | Diverse Interactive | - | Jun 13, 2026 | |
삼국지 클래식 (Three Kingdoms Classic) In-game content artaudio | Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input. | SEEAT | 122 | Jun 13, 2026 | |
Wealth of Nations: Economic Strategy In-game content arttext | Wealth of Nations: Economic Strategy uses AI-assisted visual production for some store, capsule, and in-game artwork, including promotional key art and selected interface illustrations. These assets are curated, edited, and integrated by the developer to match the game’s political-economic strategy style.
During gameplay, the game can generate short newspaper-style articles, cabinet briefings, and political dilemmas based on the current simulation state, including economic indicators, policy choices, world conditions, and regional tensions. Gameplay text generation runs locally on the player’s machine. No gameplay data, prompts, or player data are sent to external AI providers. | WoN | - | Jun 12, 2026 | |
Covenantum In-game content art | AI-supported tools (Photoshop) were used to assist in the creation of selected pre-generated art and UI elements. There is no live-generated AI content. | DuskChilder | - | Jun 12, 2026 | |
Dear President In-game content text | Artificial intelligence was used solely for text localization and language translations. The pixel art visuals, animations, and the original game soundtrack were created by the professional artists and composer listed in the game's 'Credits' section. Generative AI was not used at any stage of the artistic, visual, or audio production. | SN Game Studio | - | Jun 12, 2026 | |
Hansa Forever In-game content art | Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay. | Oğuzcan Şirolu | - | Jun 12, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
2026 U.S. Election Simulator In-game content art | Some character avatars have been generated, created, or designed with the assistance artificial intelligence. | FlagmanJeremy | - | Jun 6, 2026 | |
南京大屠杀:拉贝日记-Nanjing Massacre: John Rabe's Diary In-game content art | The sole background image in the game is AI-generated. | yitian studio | - | Jun 6, 2026 | |
Urban Protocol In-game content art | Generative AI has been used during development to create certain concept art, promotional materials, visual mockups, and marketing assets. These assets are used for early-stage presentation and community engagement.
Gameplay systems, game design, programming, and final in-game content are developed and curated by the development team. No live-generated AI content is currently generated for players during gameplay. | Thomas Kraits | - | Jun 5, 2026 | |
Clairval Live AI art | Clairval uses AI in the following limited ways:
1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations.
2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in).
Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server. | Alpharkane | - | Jun 4, 2026 | |
The Ludus: Ashes Over Pompeii In-game content artaudiotextcode | Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content.
AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review.
All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer. | Badadam Studios | - | Jun 4, 2026 | |
润之 Unclear | AI-Assisted Production | Yunru | 194 | Jun 4, 2026 | |
Quality Learing Center In-game content art | AI Used for the art work in this game. | TekWiz | - | Jun 4, 2026 | |
明末:甲申年 Live AI text | The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM). | Zirbry Studio | - | Jun 4, 2026 |